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		<title>Gamehelpwelcometothemoon</title>
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		<summary type="html">&lt;p&gt;Marcuda: Add Adventure 7 &amp;amp; 8. Reformat Adventure 2. Remove figure references.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required:&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;Standardize the use of bulleted lists (style/colour).&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Welcome to the Moon&#039;&#039;&#039; is part of the Welcome to ... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story.&lt;br /&gt;
== Features ==&lt;br /&gt;
&#039;&#039;&#039;Toggle safe/help mode&#039;&#039;&#039; - this toggle displays ? help in areas of the game board where tooltip information is available.  It also safely disables gameplay click actions in these areas to avoid unwanted gameplay while using help.  Reset the toggle to continue normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;View Player/Opponent Game Play Area&#039;&#039;&#039; - To cycle through the Player/Opponent game play areas 1) click the arrows beside the Player Name OR 2) click on an Opponents scoring tableau.&lt;br /&gt;
== Standard Rules ==&lt;br /&gt;
The 8 Adventures are all played with the same &#039;&#039;&#039;Starship cards&#039;&#039;&#039; (number/actions). However the way you play will be different from one Adventure to the next.&lt;br /&gt;
&lt;br /&gt;
On BGA, all 8 Adventures are now available: (1) The Launch, (2) The Journey, (3) The Colony, (4) The Mine, (5) The Dome, (6) The Virus, (7) The Escape and (8) The Battle.&lt;br /&gt;
&lt;br /&gt;
Starship cards are numbered from 1 to 15.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Card Distribution&lt;br /&gt;
!Number&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
|-&lt;br /&gt;
|Cards in Deck&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
=== Game Turn ===&lt;br /&gt;
A game is played in successive turns. Each turn is made up of the following 6 phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - Flip 3 Starship Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Pick a Number/Action Combination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Write Down a Number (Compulsory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.&lt;br /&gt;
* Adventure 1: numbers must ascend from left to right&lt;br /&gt;
* Adventure 2:  numbers ascend from the lower end of the string of spaces to the higher end&lt;br /&gt;
* Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top&lt;br /&gt;
* Adventure 4: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 5: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 6: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 7: numbers must ascend in rows from ...&lt;br /&gt;
* Adventure 8: numbers must ascend in rows from ...&lt;br /&gt;
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).&lt;br /&gt;
&lt;br /&gt;
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 - Use the Action (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.&lt;br /&gt;
&lt;br /&gt;
You will always perform the same 6 actions, but in different ways depending on the Adventure played.  Using an Action is always optional.&lt;br /&gt;
* &#039;&#039;&#039;The Robot action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Water and Plant actions:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Energy action:&#039;&#039;&#039; varies by adventure&lt;br /&gt;
* &#039;&#039;&#039;The Astronaut action:&#039;&#039;&#039; Allows you to add or subtract 0, 1, or 2 from the number before placing&lt;br /&gt;
* &#039;&#039;&#039;The Planning action:&#039;&#039;&#039; Allows you to fill in an additional space by placing an X, which is then counted as a numbered space&lt;br /&gt;
&#039;&#039;&#039;5 - Incidents &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some effects or consequences that can be triggered during the different Adventures are resolved immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 - Accomplish a Mission (Optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 3 mission cards are objectives. The first player(s) to accomplish the mission in the same turn, gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The Adventure ends immediately at the end of a turn, once one of the players has reached at least one of the following conditions:&lt;br /&gt;
* Accomplished all three missions A, B and C  -or-&lt;br /&gt;
* Crossed off all the System Error boxes     -or-&lt;br /&gt;
&lt;br /&gt;
* Filled in all spaces of the marking area on their sheet, with numbers or X.&lt;br /&gt;
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.&lt;br /&gt;
== Adventures ==&lt;br /&gt;
=== Adventure #1: The Launch ===&lt;br /&gt;
==== 3 &amp;amp; 4 - Write Down a Number Using the Action (Compulsory) ====&lt;br /&gt;
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.&lt;br /&gt;
&lt;br /&gt;
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.&lt;br /&gt;
&lt;br /&gt;
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.&lt;br /&gt;
==== The Quarter Effects ====&lt;br /&gt;
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.&lt;br /&gt;
* &#039;&#039;&#039;Building effect:&#039;&#039;&#039; You can write an X in an empty space of your choice, which allows you to complete quarters faster.&lt;br /&gt;
* &#039;&#039;&#039;Rocket Activation effect:&#039;&#039;&#039; There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.&lt;br /&gt;
* &#039;&#039;&#039;Active Rocket effect:&#039;&#039;&#039; Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage effect:&#039;&#039;&#039; During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.&lt;br /&gt;
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Errors circled with the Active Rocket effects.&lt;br /&gt;
==== 5 - Incidents: Trigger Sabotages ====&lt;br /&gt;
The Sabotage effects are announced and triggered at this moment of the turn.&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.&lt;br /&gt;
==== End Of Game ====&lt;br /&gt;
The Adventure can end either with one of the 3 end conditions from the standard rules, OR as soon as a player&#039;s rocket is launched.&lt;br /&gt;
&lt;br /&gt;
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.&lt;br /&gt;
&lt;br /&gt;
In case of a standard rules end condition, scores are tallied, and whoever has the highest rocket score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
* Number the 3 Astronaut &amp;amp; Water floors completely.&lt;br /&gt;
* Number the 3 Robot &amp;amp; Planning floors completely.&lt;br /&gt;
* Number the Energy floor completely.&lt;br /&gt;
* Number the Plant and Wild floors completely.&lt;br /&gt;
* Write down 10 X with the Building effects.&lt;br /&gt;
* Have 5 System Error boxes circled and not crossed off.&lt;br /&gt;
=== Adventure #2: The Journey ===&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet. If you have 2 circled Energies, you must immediately use them (see Energy action).&lt;br /&gt;
==== 4  - Use the Action (Optional) ====&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Energy&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet. At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must &#039;&#039;&#039;immediately&#039;&#039;&#039; cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Water&#039;&#039;&#039; &#039;&#039;&#039;action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Robot action:&#039;&#039;&#039; You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station.The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier. The other players must then cross off this multiplier and will be able to get only the lowest multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Plant action:&#039;&#039;&#039;  You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. &#039;&#039;&#039;Note that you can circle the Plants of a station even though you have not circled all the robots for this station.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol. &#039;&#039;&#039;Note&#039;&#039;&#039; that you cannot cross off a Planning symbol without writing down an X in an empty space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹&#039;&#039;&#039; &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions &#039;&#039;&#039;instead&#039;&#039;&#039; of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== 5 - Incidents ====&lt;br /&gt;
a&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
a&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the Adventure, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Plants:&#039;&#039;&#039;  For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Water tanks:&#039;&#039;&#039;  Add up the values of each circled water tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 Longest complete zone:&#039;&#039;&#039;  Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;🔹 The most zones complete:&#039;&#039;&#039;  Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.&lt;br /&gt;
==== The Missions ====&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle a multiplier bonus for 3 different space stations with the robots.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory&#039;&#039;&#039; &#039;&#039;&#039;2 zones of 6 numbered spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 6 water tanks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔸 &#039;&#039;&#039;Circle 4 consecutive water tanks on your trajectory.&#039;&#039;&#039;&lt;br /&gt;
=== Adventure #3: The Colony ===&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
In this Adventure, each building is a space to be numbered.&lt;br /&gt;
&lt;br /&gt;
Each row and each column of buildings forms a zone that you must number in ascending order.&lt;br /&gt;
&lt;br /&gt;
Each horizontal row of buildings must be numbered in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each vertical column of buildings must be numbered in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column.&lt;br /&gt;
&lt;br /&gt;
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered.&lt;br /&gt;
&lt;br /&gt;
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.&lt;br /&gt;
==== The Quarters ====&lt;br /&gt;
The colony buildings are divided up into four quarters.&lt;br /&gt;
&lt;br /&gt;
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points.&lt;br /&gt;
&lt;br /&gt;
The other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.&lt;br /&gt;
==== 4 - Use the Action (Optional) ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination.  You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered &#039;&#039;&#039;AND&#039;&#039;&#039; connected to your tunnel network, circle its antenna.  If you connect the observatory on the top right corner, immediately circle its 3 antennas.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas. You must first cross off the box with the lowest value, then the others from top to bottom.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
a&lt;br /&gt;
==== 5 - Incidents ====&lt;br /&gt;
a&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
a&lt;br /&gt;
==== End of Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
🌱 &#039;&#039;&#039;Plants, Water Tanks, and Parabolic Antennas:&#039;&#039;&#039; Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas.  Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🏘️ &#039;&#039;&#039;Complete quarters:&#039;&#039;&#039; Write down and add up the bonuses that you have earned for your completed quarters.&lt;br /&gt;
&lt;br /&gt;
👨‍🚀 &#039;&#039;&#039;Astronauts:&#039;&#039;&#039; The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points.  You do not earn any points if you have not crossed off any astronaut.&lt;br /&gt;
&lt;br /&gt;
🧠 &#039;&#039;&#039;Planning:&#039;&#039;&#039; Subtract the lowest value still visible in the Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 vertical columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Number all the buildings in 3 horizontal rows.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the parabolic antennas in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle enough greenhouses in order to have 10 plants.&lt;br /&gt;
&lt;br /&gt;
🎯 Circle all the water tanks in 2 quarters.&lt;br /&gt;
&lt;br /&gt;
===Adventure #4: The Mine===&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
The mine at the bottom of your sheet has 3 underground levels.&lt;br /&gt;
&lt;br /&gt;
Each horizontal level is an independent zone made up of cavities: spaces you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
In the mine, there are 2 types of minerals, &amp;quot;pearls&amp;quot; and &amp;quot;rubies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When you write down a number in a space with a mineral, immediately circle it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Plant or Water actions, you can also circle the plants and waters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting resources:&#039;&#039;&#039; You will supply your factories with circled resources when you complete columns of spaces. (in step 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factories:&#039;&#039;&#039; The six columns above the ground are the main factories and control centers. The five small boxes at the top are the secondary factories.&lt;br /&gt;
&lt;br /&gt;
The 4 main factories on the left process plants, water, pearls, and rubies, which you circle from top to bottom.&lt;br /&gt;
&lt;br /&gt;
The 2 control centers on the right use astronauts and planning the same way.&lt;br /&gt;
&lt;br /&gt;
You can increase the points earned by the main factories by crossing off energy and robots.&lt;br /&gt;
&lt;br /&gt;
If you are the first player to circle a resource next to the star-shaped filling bonus, claim that bonus by circling it. All other players cross off that bonus.&lt;br /&gt;
&lt;br /&gt;
The 5 secondary factories along the top give you bonuses in your main factories. You can activate these by crossing off energy and robots.&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you write down the number in a cavity next to a Water, you can circle the water.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; If you write down the number in a cavity next to a Plant, you can circle the plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the astronaut control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a space with an X in addition to the number of your combination.  Moreover, cross off 1 Planning symbol in the planning control center.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot and Energy actions:&#039;&#039;&#039; Cross off a robot or energy symbol in any factory or control center.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Upgrading a factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a main factory, cross off the top scoring box in that factory. At the end of the game, the bottom scoring box will apply.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 &#039;&#039;&#039;Activating a Secondary Factory:&#039;&#039;&#039; As soon as you have crossed off all the energies and robots in a secondary factory, cross off the bonuses and circle or cross off the corresponding symbols in the factories.&lt;br /&gt;
====5 - Incidents: Extracting the Resources====&lt;br /&gt;
If you have numbered 3 spaces of a column, then you must extract the resources of this column.&lt;br /&gt;
&lt;br /&gt;
Cross off the circled resources in this column, then for each crossed off resource, circle the resource in the appropriate main factory.&lt;br /&gt;
&lt;br /&gt;
Then circle the extraction pump just above the column.&lt;br /&gt;
==== 6 - Accomplish a Mission ====&lt;br /&gt;
a&lt;br /&gt;
====End of Game====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Resource Factories:&#039;&#039;&#039; In each main resource factory, write down the total number of circled resources. Multiply that number by the active value of the factory (the top value if you have not upgraded it, the bottom value if you have completed the upgrade). Add the filling bonus if you obtained it.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Astronaut Control Center:&#039;&#039;&#039; If you did not upgrade the factory, the astronauts do not score. If you upgraded this area, you gain 3 points for each crossed off astronaut symbol&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Main Planning Control Center:&#039;&#039;&#039; If you did not upgrade the factory, you &#039;&#039;&#039;lose&#039;&#039;&#039; 3 points for each crossed off planning symbol. If you upgraded this area, you do not lose any points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 5 extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 In the mine, complete 4 adjacent extraction columns.&lt;br /&gt;
&lt;br /&gt;
🟥 Activate the 5 secondary factories located on the top of your sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Upgrade or activate a total of 6 factories, either main or secondary&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 8 plants in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle 5 waters in the mine, whether they are extracted or not.&lt;br /&gt;
&lt;br /&gt;
===Adventure #5: The Dome===&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
Each skyscraper is an independent zone made up of different levels: spaces that you must in ascending order from bottom to top.&lt;br /&gt;
&lt;br /&gt;
The first number that you write down in each skyscraper has to be placed in of the 2 starting levels:&lt;br /&gt;
&lt;br /&gt;
- the first level above the lunar surface&lt;br /&gt;
&lt;br /&gt;
- or the first level below the surface&lt;br /&gt;
&lt;br /&gt;
Afterwards you have to place a number in a level adjacent to an already numbered space, directly above or below it.&lt;br /&gt;
&lt;br /&gt;
The first players to reach highest or lowest level of a skyscraper can circle the highest bonus of this level.&lt;br /&gt;
&lt;br /&gt;
The other players must immediately cross off this highest bonus on their sheet and can now only earn the lowest bonus for this level.&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Water and Plant action:&#039;&#039;&#039; Both actions work in the same way. Some skyscraper levels are connected to the same levels of the Water &amp;amp; Plant research tower. With a Water or Plant action you circle a Water or Plant symbol in the level of the tower connected to the skyscraper level where you have just written the number of your combination.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2).  Moreover cross off 1 Astronaut symbol in the scoring area at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; This action allows you to build a section of the dome. To do that, draw one section of the dome according to the following rules:&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 You can build only one of the 2 sections at the surface level or one section adjacent to an already built section.&lt;br /&gt;
&lt;br /&gt;
🔹 🔹 Moreover; each section has a requirement. A section with 1 circle at each end is an odd section type. A section with 2 circles at each end is an even section type. If the number of your combination that you have just written down is even, you can only build an even section type. Likewise with an odd number, you can only build an odd section type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with an &amp;quot;8 / Robot&amp;quot; combination, you can build the even section type that is located at the base of the dome on the right side, or the first half of the even section on the left side, that has been cut up in half because of a Planning action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The planning action speeds up the construction of the skyscrapers, but slows down the construction of the dome. The Planning action allows you to fill in a level with an X in addition to the number of your combination: either one of the two starting levels of a skyscraper; or a level adjacent to an already numbered level.&lt;br /&gt;
&lt;br /&gt;
In addition to that, with a line, you must, cut in half one unbuilt section of the dome of your choice. This way, you end up with 2 sections to build instead of one. Both new sections keep the odd/even type of the original section. One section can only be cut up in half once. If there is no more unbuilt section to cut up in half, then you can use the Planning action without having to be subjected to this penalty.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action you can upgrade one of these 4 fields, the result of your &#039;&#039;&#039;accomplished missions&#039;&#039;&#039;, the &#039;&#039;&#039;plant &amp;amp; water&#039;&#039;&#039; research tower, the efficiency of your &#039;&#039;&#039;astronauts&#039;&#039;&#039;, and of your &#039;&#039;&#039;dome&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For that purpose, cross off one scoring box in your scoring area of your choice at the bottom of your sheet. You must&lt;br /&gt;
&lt;br /&gt;
cross off the boxes from top to bottom. The field of the plant &amp;amp; water tower has a triple scoring area. With one Energy action you can cross off 3 boxes at the same level. For example the 3 “2/5/9” boxes. The missions and the astronauts follow the same logic with a double scoring area: cross off 2 boxes at the same level.&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
In this Adventure, the missions earn you points that you can upgrade with the Energy action. The first players to accomplish a mission circle the ☆ symbol on the corresponding scoring space, either A, B or C. The other players can then only circle the 8 pointed star symbol.&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Missions&#039;&#039;&#039;: For each accomplished mission, depending on whether you have circled the ☆ or 8 pointed star symbol, write down the lowest visible value of the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and Waters:&#039;&#039;&#039; In the plant &amp;amp; water research tower, you will have levels with 1, 2 or 3 circled symbols (Plant or Water). In the 1st scoring column, write down the number of levels with only one circled symbol. In the 2nd scoring column, write down the number of levels with two circled symbols. In the 3rd scoring column, write down the number of levels with three circled symbols. In each column, multiply the number of levels you just wrote with the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Skyscrapers:&#039;&#039;&#039; Write down and add up the bonuses earned with the highest and lowest levels of the skyscrapers.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Astronauts:&#039;&#039;&#039; Those who have crossed off the most astronauts earn the lowest visible value in the 1st scoring column, the others earn the lowest value of the 2nd scoring column. You do not earn or lose any points if you have not crossed off at least one Astronaut.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Dome:&#039;&#039;&#039; You lose points if your dome is not finished. Write down the number of unbuilt sections of the dome and multiply this number with the highest visible value. Subtract those points to your score.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number all the levels of one skyscraper.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the last level at the top of 2 skyscrapers&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle at least 2 symbols (2 plants or 1 plant + 1 water) in 3 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 In the plant &amp;amp; water tower, circle all 3 symbols (the 2 plants + the water) in 2 levels.&lt;br /&gt;
&lt;br /&gt;
🟥 Build all sections of the dome.&lt;br /&gt;
&lt;br /&gt;
🟥 Write down an X in 4 levels with Planning actions.&lt;br /&gt;
&lt;br /&gt;
===Adventure #6: The Virus===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
Before starting the game, select a quarter with an empty virus target . Draw a virus in this target and circle it to signal that this virus is active.&lt;br /&gt;
&lt;br /&gt;
Each player can choose a different quarter for that virus. This is the “grey virus” and it immediately spreads.&lt;br /&gt;
&lt;br /&gt;
A housing space of that quarter is infected: cross off one housing space of your choice in that quarter .&lt;br /&gt;
====3 - Write Down a Number (Compulsory)====&lt;br /&gt;
You are in charge of a housing unit composed of 5 floors.&lt;br /&gt;
&lt;br /&gt;
Each floor is an independent zone with housing spaces that you must number in ascending order from left to right.&lt;br /&gt;
&lt;br /&gt;
Each floor is divided in 2 or 3 quarters of 5 housing spaces and these quarters are connected to one another by walkways.&lt;br /&gt;
&lt;br /&gt;
Some housing spaces will be infected/crossed off during the game, they will not matter for the ascending order of your numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error -&#039;&#039;&#039;  When you cross off the 2nd and 3rd System Error box, you trigger a propagation of all active viruses, only on your sheet, during Phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses)&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; Circle one energy in the quarter where you have written down the number of your combination. Note that at the start of the game, there is already one circled energy in each quarter.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Robot:&#039;&#039;&#039;  With this action, you can quarantine quarters to slow down the propagation of the viruses. Close one walkway of your choice, wherever on your sheet, with a line that will close the walkway. This way, the quarters that were connected with this walkway are no longer connected. This will prevent the propagation of the viruses from one quarter to another. Closing a walkway that connects two quarters of the same floor does not divide the zone and you must still number the whole floor in ascending order.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant &amp;amp; Water action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; Circle a plant in the quarter where you have written down the number of your number/plant combination. Then cross off a Plant symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; Circle the water tank if you have written down the number of your number/water combination in a housing space with a water tank. Then cross off a  Water symbol in the scoring area.&lt;br /&gt;
&lt;br /&gt;
In the scoring area, you must cross off the Plant and Water symbols from left to right, and from top to bottom starting from the top line.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off the last symbol of a line of the scoring area, cross off the scoring box at the end of this line, as well as the Robot or Energy symbol that you must immediately use. With the Robot, close a walkway. With the Energy, circle one energy in any quarter of your choice, except in a complete quarter, in other words, a quarter with all its housing spaces numbered or crossed off.&lt;br /&gt;
&lt;br /&gt;
Whenever you cross off a symbol (Plant or Water) with a virus activation symbol, everyone must immediately activate it on their sheet by circling the corresponding virus target. Everyone must also cross off the same activation symbol on their sheet, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for every player during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses).&lt;br /&gt;
&lt;br /&gt;
Whenever you circle a symbol (Plant or Water) with a Propagation symbol , everyone must cross off this symbol on their sheet, because it can only be activated once. A propagation of all active viruses must be triggered only for your opponents during phase 5 (see further: 5 - Incidents: Propagation of the Active Viruses). If several players activate the same Propagation symbol during the same turn, then this propagation does not impact those who have activated it, and impacts the other players only once.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol at the top of your sheet. Whenever you have 2 crossed off astronauts, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in a housing space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol at the top of your sheet. Whenever you have 2 crossed off planning, circle a Wild Action symbol. Note that you cannot circle a Planning symbol without writing down an X in a housing space.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
==== 5 - Incidents: Propagation of the Active Viruses and Evacuation of the Quarters ====&lt;br /&gt;
🔹 &#039;&#039;&#039;Number and type of Propagation:&#039;&#039;&#039; First of all, you must determine the number and type of propagation of the active viruses that you must trigger.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;The infections:&#039;&#039;&#039;  For each virus that has been activated during the turn, every player must trigger a propagation of all active viruses. Therefore if 2 viruses have been activated during this turn, you must trigger a 1st propagation for all active viruses, then carry on with a 2nd propagation.&lt;br /&gt;
&lt;br /&gt;
🔹🔹 &#039;&#039;&#039;Water &amp;amp; Plant Propagation:&#039;&#039;&#039; If a Propagation symbol has been triggered with a Plant or Water action, a propagation is triggered for all the players but those who have triggered it.&lt;br /&gt;
&lt;br /&gt;
🔹🔹  &#039;&#039;&#039;System Error Propagation:&#039;&#039;&#039;  If you have crossed off the 2nd or 3rd System Error box, you must trigger a propagation only on your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Trigger one propagation:&#039;&#039;&#039;  On your sheet, each active virus spreads, one by one, in the following order: from left to right, starting with the top floor, then going down floor by floor. A virus spreads by infecting a housing space in the quarter where it is active. Cross off one empty housing space of your choice in this quarter.&lt;br /&gt;
&lt;br /&gt;
If the quarter is complete, with all its housing spaces numbered or crossed off, then the virus spreads to all the neighboring quarters directly connected to that quarter by a walkway. You must then cross off one housing space of your choice in each of these quarters. However the virus does not spread in a neighboring quarter if the walkway is closed. Likewise, the virus does not spread into a complete neighboring quarter and does not spread further on.&lt;br /&gt;
&lt;br /&gt;
🔹  &#039;&#039;&#039;Evacuation of the complete quarters:&#039;&#039;&#039; A quarter is complete when all its housing spaces are numbered or infected/crossed off. Then you must immediately score the points of this quarter. For that, multiply the number of numbered housing spaces by the number of circled energies in this quarter.&lt;br /&gt;
&lt;br /&gt;
Write down this score in the corresponding space in the scoring area at the bottom of your sheet 18. You do not earn any points with the infected/crossed off housing spaces. Finally, circle this evacuated quarter. A quarter can only be evacuated and scored once.&lt;br /&gt;
==== 6 - Accomplish a Mission (Optional) ====&lt;br /&gt;
Whenever a mission is accomplished for the first time in the game, each player must activate the virus (red, purple or yellow) shown on the mission, by circling on their sheet the corresponding virus targets. Each player must also cross off the activation symbol of this virus in the scoring mission area, because each virus can only be activated once. Whenever a virus is activated, a propagation of all active viruses must be triggered for everyone. For that purpose, carry out the previous phase 5 again&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The 3 end game conditions from the standard rules apply. Note that the game will end if all your housing spaces are filled with a number or an X or crossed off due to an infection.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Plants and water:&#039;&#039;&#039;: Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Evacuated quarters:&#039;&#039;&#039; Evacuate all the remaining incomplete quarters and score their points on your sheet (multiply the number of numbered housing spaces by the number of circled energies). Then add up the points of all your quarters.&lt;br /&gt;
&lt;br /&gt;
🔹&#039;&#039;&#039;Infected housing spaces:&#039;&#039;&#039; You lose 1 point for each infected/crossed off housing space.&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Evacuate 2 quarters. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Evacuate all the quarters of one floor. These quarters can be partially or even totally infected.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine 3 quarters by closing all the walkways giving access to them. Each quarter must be independently quarantined from one another.&lt;br /&gt;
&lt;br /&gt;
🟥 Quarantine the quarter with the green virus and the quarter with the blue virus, by closing all the walkways giving access to them.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the energies on 2 floors.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all the plants and all the water tanks on 2 floors.&lt;br /&gt;
===Adventure #7: The Escape===&lt;br /&gt;
==== 3 - Write Down a Number (Compulsory) ====&lt;br /&gt;
The starships are stacked horizontally, and each starship is an independent zone that must be numbered in ascending order from left to right. Each starship has 2 or 3 modules with several spaces each, as well as one greenhouse for the plants.&lt;br /&gt;
&lt;br /&gt;
The modules, the greenhouses and the starships are connected to each other by airlocks. The problem is that these airlocks are not activated. You can only number a module or a greenhouse after having activated an airlock that gives access to it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you can only access the two modules of the lowest starship. You can write down numbers only in the spaces of these two modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robot Bonus:&#039;&#039;&#039; When you write down a number in a space with a Robot symbol, you get a Robot bonus that you must immediately use by activating an airlock (see further: Robot action). This Robot bonus does not replace the action of your combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenhouses x2 Bonus:&#039;&#039;&#039; The first players to write down a number in a greenhouse can circle the x2 bonus of this greenhouse. The other players must immediately cross off the x2 bonus of this greenhouse on their sheet and will not be able to get it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System Error:&#039;&#039;&#039; If you have to cross off a System Error box, the two first give you a compensation and allow you to immediately activate an airlock (see further: Robot action).&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can activate an airlock. For that purpose, draw a line on an airlock between two modules or between a module and a greenhouse. You can activate an airlock only if it is connected to a module or a greenhouse already connected. That way you will access new modules, greenhouses and starships so that you can number them.&lt;br /&gt;
&lt;br /&gt;
Do not forget that each starship is a zone that must be numbered in ascending order. The airlocks, activated or not, do not change the numbering constraint of these zones.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Water action:&#039;&#039;&#039; If you have written down the number of your combination in a space with a water tank, then you can circle that water tank.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant action:&#039;&#039;&#039; You can circle a plant in a greenhouse in the same starship in which you just have written down the number of your combination. You can circle a plant in a greenhouse even though it is not yet connected with an airlock.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some plants are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; With this action, you can circle a reactor at the end of the same starship in which you just have written down the number of your combination.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, some reactors are already circled.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planning action:&#039;&#039;&#039; The Planning action allows you to fill in an accessible space with an X, in addition to the number of your combination. Moreover, you must immediately cross off the box with the lowest value available in the Planning scoring area, at the bottom of your sheet.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down, (-2, -1, 0, +1, or +2 ). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronaut symbols, circle a Wild Action symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Wild action:&#039;&#039;&#039; You can use a circled Wild Action symbol whenever you want. To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Greenhouses:&#039;&#039;&#039; Write down the score of each numbered greenhouse in the corresponding starship scoring space. A greenhouse earns you 2 points with 1 circled plant, 4 points with 2 circled plants, 7 points with 3 circled plants. If you have circled its x2 bonus, the value of the greenhouse is doubled. You do not earn any points for a greenhouse without a number or without any circled plant.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Modules:&#039;&#039;&#039; For each starship, write down the cumulative value of the modules that form it. For each starship, a fully numbered module earns you 2 points with 1 circled reactor, 4 points with 2 circled reactors, 7 points with 3 circled reactors. If you have circled its water tank, the value of the module is doubled. You do not earn any points for a module that is not fully numbered.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value in the planning scoring area.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Number 3 greenhouses with their 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 7 modules completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all reactors of 3 starships.&lt;br /&gt;
&lt;br /&gt;
🟥 Number the greenhouse of the highest starship with its 3 circled plants.&lt;br /&gt;
&lt;br /&gt;
🟥 Number 3 starships completely.&lt;br /&gt;
&lt;br /&gt;
🟥 Circle all water tanks of 3 starships.&lt;br /&gt;
&lt;br /&gt;
===Adventure #8: The Battle===&lt;br /&gt;
==== Setup ====&lt;br /&gt;
In this Adventure, you play on 2 sheets that you share with your 2 neighbors. Each player will have a unique insignia (star, square, triangle...) assigned to them.&lt;br /&gt;
&lt;br /&gt;
During the game, you will alternate playing on 2 sheets. On the first turn, each player plays on their left sheet. On the next turn, each player plays on their right sheet, and so on. Thus no player ever plays on the same sheet at the same time.&lt;br /&gt;
====3 - Write Down a Number or Rather Draw an Insignia (Compulsory)====&lt;br /&gt;
In this Adventure, you will not write down numbers. Use the number of the combination you picked to draw your insignia on a planet allowing this number.&lt;br /&gt;
&lt;br /&gt;
For example: with a number 7, you can draw your insignia in a space of the blue 5-6-7 planet or the grey 7-8-9 planet.&lt;br /&gt;
&lt;br /&gt;
You must draw your insignia in the first available space of the planet starting with the space with a red outline. If the space in which you draw your insignia has a Bonus symbol, you can immediately use it in addition to the action of your combination (see further: Bonus symbols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control a planet:&#039;&#039;&#039; As soon as an insignia is drawn in the last space of a planet, the control of this planet is awarded to the player who has the most insignia on this planet. You must also take into account the insignia that have been drawn on the moon of the planet, using the Planning action (see further: Planning action). Then draw on the flag the insignia of the player who controls the planet.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the control of the planet is shared and you must draw your insignia as well as the insignia of your opponent.&lt;br /&gt;
&lt;br /&gt;
====4 - Use the Action (Optional)====&lt;br /&gt;
🔹 &#039;&#039;&#039;Plant and Water action:&#039;&#039;&#039; On the planet on which you have just drawn your insignia, cross off an available Plant symbol with the Plant action or an available Water action with the Water action. Then cross off the scoring box of the lowest visible value in the corresponding scoring area.&lt;br /&gt;
&lt;br /&gt;
If there is no available symbol corresponding to your action on the planet, then you cannot use the action.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Robot action:&#039;&#039;&#039; With this action, you can mine an asteroid field. For that purpose, draw your insignia on the first available asteroid. If there are one or several Bonus symbols on this asteroid, you must cross them off and immediately use them (see further: Bonus symbols). You must draw your insignia on the asteroids starting from your side of the sheet and then progressing towards your opponent.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Energy action:&#039;&#039;&#039; You can improve the value of the planets that you control. There are 3 types of planets: green, blue, and grey ones. In your scoring area, there is a column for each of the 3 types of planets. Cross off the scoring box with the lowest visible value in the column of your choice.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Action Planning:&#039;&#039;&#039; In addition to drawing your insignia on a planet with the number of your combination, with this action, you can draw your insignia on a moon of a planet of your choice. Then you must cross off the scoring box of the lowest visible value in your Planning scoring area.&lt;br /&gt;
&lt;br /&gt;
Note that there are only 2 available spots on each moon and that both can be occupied by the same player. You cannot draw your insignia on a moon of a planet that is already complete, and whose control has been awarded.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Astronaut action:&#039;&#039;&#039; The Astronaut action allows you to modify the value of the number of the chosen combination, before you draw your insignia (-2, -1, 0, +1, +2). Moreover, circle 1 Astronaut symbol in your scoring area. On a next turn on the same sheet, in addition to the action of your combination you can use this circled astronaut symbol as a bonus to modify the value of the number of your combination. When this Astronaut symbol is used, cross it off. The use of this Astronaut symbol allows you to modify the number, but not circle a new Astronaut symbol.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Bonus symbols:&#039;&#039;&#039; With a Water or Plant symbol, simply cross off the lowest scoring box in your corresponding scoring area. With a Robot symbol, draw your insignia on an asteroid and immediately use the Bonus symbols of this asteroid. With an Energy symbol, cross off a scoring box to improve the value of a type of planet. With a Planning symbol, draw your insignia on a moon but without crossing off a scoring box in your scoring area.&lt;br /&gt;
&lt;br /&gt;
==== End of the Game ====&lt;br /&gt;
The game ends at the end of the turn, if you have accomplished the 3 missions, or if you have crossed off the 2 System Error boxes on one of your sheets, or if all the spaces of the planets are filled in on one of your sheets.&lt;br /&gt;
&lt;br /&gt;
You must tally up the scores of both sheets to get your final score. in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plants and water:&#039;&#039;&#039; Score the points of the lowest visible scoring box.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Planets:&#039;&#039;&#039; Award the control of the remaining incomplete planets. Then write down the number of planets of each type that you control and multiply these numbers by the corresponding lowest visible value.&lt;br /&gt;
&lt;br /&gt;
🔹 &#039;&#039;&#039;Plannings:&#039;&#039;&#039; Subtract the lowest visible value.&lt;br /&gt;
&lt;br /&gt;
====  The Missions ====&lt;br /&gt;
🟥 Control 4 planets on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Control 1 planet of each type on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the robots, draw your insignia on 7 asteroids on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Cross off 6 scoring boxes for the plants and 4 scoring boxes for the water on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Improve the value twice for each type of planet on the same sheet.&lt;br /&gt;
&lt;br /&gt;
🟥 Using the Planning actions, draw your insignia on 4 different moons on the same sheet.&lt;/div&gt;</summary>
		<author><name>Marcuda</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5966</id>
		<title>Gamehelpfleet</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5966"/>
		<updated>2020-10-26T02:40:15Z</updated>

		<summary type="html">&lt;p&gt;Marcuda: /* Tuna License */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://boardgamegeek.com/boardgame/121297/fleet Fleet] is a card game where players seek the most victory points by purchasing fishing licenses, launching boats, and hiring captains to gather fish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of five phases each. Each phase is played in turn order. At the end of a round the starting player token is passed to the next player and a new round begins.&lt;br /&gt;
&lt;br /&gt;
=== Phase One: License Auction ===&lt;br /&gt;
&lt;br /&gt;
Players may purchase a fishing license from the license auction, using the boat&lt;br /&gt;
cards from their hand as cash. Other players may attempt to out bid each other. The license is then placed in front of the winner.&lt;br /&gt;
&lt;br /&gt;
=== Phase Two: Launch Boats and Hire Captains ===&lt;br /&gt;
&lt;br /&gt;
Players may launch a boat from their hand (matching a fishing license they own)&lt;br /&gt;
by selecting it and paying (discarding) the launch cost using other boat cards&lt;br /&gt;
from their hand as cash.&lt;br /&gt;
&lt;br /&gt;
Players may then hire a captain by placing a boat card from their hand face down&lt;br /&gt;
on any of their available launched boats.&lt;br /&gt;
&lt;br /&gt;
=== Phase Three: Fishing ===&lt;br /&gt;
&lt;br /&gt;
Players gain a crate of fish from the supply on each of their captained boats&lt;br /&gt;
that is not already at capacity (4).&lt;br /&gt;
&lt;br /&gt;
=== Phase Four: Processing and Trading ===&lt;br /&gt;
&lt;br /&gt;
If able, a player may process one crate of fish per boat for later use. A player may then trade one crate of fish from their processed supply for a boat card.&lt;br /&gt;
&lt;br /&gt;
=== Phase Five: Draw ===&lt;br /&gt;
&lt;br /&gt;
Players draw two cards and discard one of the cards just drawn.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
&lt;br /&gt;
The game ends when either&lt;br /&gt;
* there are not enough license cards to completely refill the auction after Phase One, or&lt;br /&gt;
* the supply of fish crates runs out during Phase Three&lt;br /&gt;
In either case the game will end after Phase Three of that round. If the fish crates run our all players still receive credit for fish crates due to them.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game players score Victory Points (VP):&lt;br /&gt;
* +VP for all purchased license cards&lt;br /&gt;
* +VP for all launched boats&lt;br /&gt;
* +1VP for each fish crate on launched boats (&#039;&#039;not&#039;&#039; processed)&lt;br /&gt;
* Bonus VP from King Crab licenses&lt;br /&gt;
* +2VP for each Gone Fishin&#039; card in hand (if applicable)&lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins. If tied, the player with the most launched boats wins. If still tied, then the player with the most fish crates on boats wins.&lt;br /&gt;
&lt;br /&gt;
== Boat Cards ==&lt;br /&gt;
&lt;br /&gt;
Boat cards in a player&#039;s hand can be used in many ways. They can be discarded as money, launched as a boat, or played upside down as a captain. The money value is shown as a number of coins in the bottom left. The cost to launch and victory points earned are shown in the upper left and right, respectively. And any boat can be used to captain any other boat.&lt;br /&gt;
&lt;br /&gt;
The deck includes 20 of each Shrimp, Lobster, and Processing Vessel and 12 of each Codd, Tuna, and King Crab.&lt;br /&gt;
&lt;br /&gt;
== License Cards ==&lt;br /&gt;
&lt;br /&gt;
Each fishing license not only allows a player to launch that type of boat, but it also provides a special bonus. These bonuses improve as players acquire additional copies of a license. There are four (4) of each license except the Pub and King Crab, for which there are three (3).&lt;br /&gt;
&lt;br /&gt;
=== Shrimp License ===&lt;br /&gt;
&lt;br /&gt;
Each Shrimp license grants the player a discount on all future purchases.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| $1 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| $2 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| $3 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| $4 off every purchase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cod License ===&lt;br /&gt;
&lt;br /&gt;
During the Launch Boats phase, the Cod licenses allows a player to launch one additional boat and gives a bonus draw. Cards are drawn after launching boats is complete (before hiring captains), and only if the player launched at least one boat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May launch 2 boats&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards (if launched)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lobster License ===&lt;br /&gt;
&lt;br /&gt;
During the Hire Captains phase, the Lobster licenses allows a player to hire one additional captain and gives a bonus draw depending on the number of captains a player has. Cards are drawn after hiring captains is complete.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May hire 2 captains&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card for 1-3 captains&lt;br /&gt;
+2 cards for 4+ captains&lt;br /&gt;
|-&lt;br /&gt;
| 2+&lt;br /&gt;
| +1 card for 1-2 captains&lt;br /&gt;
+2 cards for 3-6 captains&lt;br /&gt;
&lt;br /&gt;
+3 cards for 7+ captains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tuna License ===&lt;br /&gt;
&lt;br /&gt;
During the Draw phase (V), the Tuna license allows the player to keep and/or draw additional cards. Additionally, if required to discard, the player may discard any card in hand instead of only those just drawn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May discard from hand&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Draw 2, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Draw 3, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Draw 3, keep 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Draw 4, keep 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Processing Vessel License ===&lt;br /&gt;
&lt;br /&gt;
The Processing Vessel license is required for a player to participate in the Processing and Trading phase. Each license gives an additional draw bonus during trading.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May process and trade fish&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card from trade&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards from trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
N.B. A launched Processing Vessel is not required to process fish, just the license. Once purchased any boat can process fish.&lt;br /&gt;
&lt;br /&gt;
=== Fishermen&#039;s Pub ===&lt;br /&gt;
&lt;br /&gt;
The Fishermen&#039;s Pub is worth 10VP. It has NO boats or other bonuses.&lt;br /&gt;
&lt;br /&gt;
=== King Crab License ===&lt;br /&gt;
&lt;br /&gt;
There are three different King Crab licenses. Each gives a different bonus at the end of game worth up to 10VP.&lt;br /&gt;
&lt;br /&gt;
* +1VP for every 3 fish crates on boats&lt;br /&gt;
* +1VP for each captain&lt;br /&gt;
* +VP for different license types. There are seven (7) types; all King Crab licenses count as the same type. See table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Different&lt;br /&gt;
Licenses&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2VP&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +4VP&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +5VP&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| +6VP&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| +8VP&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| +10VP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gone Fishin&#039; ==&lt;br /&gt;
&lt;br /&gt;
Gone Fishin&#039; is an optional feature taken from the Fleet: Arctic Bounty expansion. It allows players to Go Fishin&#039; instead of buying a license at auction. If a player passes the auction phase without buying a license they receive a Gone Fishin&#039; card. These cards have a value of $2 for future purchases, but they are not boats and cannot captain. At the end of the game any Gone Fishin&#039; cards still in a player&#039;s hand are worth +2VP.&lt;br /&gt;
&lt;br /&gt;
The game designer recommends playing with Gone Fishin&#039; enabled. It generally smooths out the game, especially in early rounds where money can be tight.&lt;/div&gt;</summary>
		<author><name>Marcuda</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=5570</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=5570"/>
		<updated>2020-09-12T21:34:12Z</updated>

		<summary type="html">&lt;p&gt;Marcuda: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An issue? A question?&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td colspan=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Available on BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Beta Games&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Alpha Games&#039;&#039;&#039;&amp;lt;td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Removed from BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 Nimmt!]]&lt;br /&gt;
* [[Gamehelpsevenwonders|7 Wonders]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Master&#039;s Revenge]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelpapocalypseazcc|Apocalypse at the Zoo of Carson City]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpalveole|Alveole]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbarbu|Barbu]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattleship|Battleship]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpblooms|Blooms]]&lt;br /&gt;
* [[Gamehelpbobail|Bobail]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpbriscola|Briscola]]&lt;br /&gt;
* [[Gamehelpbubbleepop|Bubblee Pop]]&lt;br /&gt;
* [[Gamehelpbuttons|Buttons]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]]&lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]]&lt;br /&gt;
* [[Gamehelpcaribbeanallfours|Caribbean All Fours]]&lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcelestia|Celestia]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcircleoflife|Circle of Life]]&lt;br /&gt;
* [[Gamehelpclansofcaledonia|Clans of Caledonia]]&lt;br /&gt;
* [[Gamehelpcoinche|Coinche]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpconnectfour|Connect Four]]&lt;br /&gt;
* [[Gamehelpcoupcitystate|Coup]]&lt;br /&gt;
* [[Gamehelpcrazyfarmers|Crazy Farmers]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
* [[Gamehelpdiceforge|Dice Forge]]&lt;br /&gt;
* [[Gamehelpdjambi|Djambi]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdownforce|Downforce]]&lt;br /&gt;
* [[Gamehelpdragoncastle|Dragon Castle]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonkeeper|Dragon Keeper: The Dungeon]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpdungeontwister|Dungeon Twister]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
* [[Gamehelpeminentdomain|Eminent Domain]]&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpevo|Evo: The &amp;quot;Game no Name&amp;quot;]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpfinity|Finity]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpforsale|For Sale]]&lt;br /&gt;
* [[Gamehelpfourcolorcards|Four Color Cards]]&lt;br /&gt;
* [[Gamehelpfrenchtarot|French Tarot]]&lt;br /&gt;
* [[Gamehelpgaia|Gaia]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgo|Go]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgorami|GORami]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpguildes|Guildes]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelphacktrick|Hack Trick]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelphypnosia|Hypnosia]]&lt;br /&gt;
* [[Gamehelpicecoldicehockey|Ice Cold Ice Hockey]]&lt;br /&gt;
* [[Gamehelpincangold|Incan Gold]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In the Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpinjawara|Injawara]]&lt;br /&gt;
* [[Gamehelpinnovation|Innovation]]&lt;br /&gt;
* [[Gamehelpissac|Isaac]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpjumpgate|Jump Gate]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkabaleo|Kabaleo]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkingdomino|Kingdomino]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-koi]]&lt;br /&gt;
* [[Gamehelpkrosmasterarena|Krosmaster Arena]]&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpkqj|KQJ]]&lt;br /&gt;
* [[Gamehelplagranja|La Granja]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelplegendaryinventors|Legendary Inventors]]&lt;br /&gt;
* [[Gamehelplewisandclark|Lewis and Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
* [[Gamehelplinesofaction|Lines of Action]]&lt;br /&gt;
* [[Gamehelplogger|Logger]]&lt;br /&gt;
* [[Gamehelplordsofxidit|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelploveletter|Love Letter]]&lt;br /&gt;
* [[Gamehelpluckynumbers|Lucky Numbers]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmammalath|Mammalath]]&lt;br /&gt;
* [[Gamehelpmarram|Marram]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnile|Nile]]&lt;br /&gt;
* [[Gamehelpninemensmorris|Nine Men&#039;s Morris]]&lt;br /&gt;
* [[Gamehelpnippon|Nippon]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpnotalone|Not Alone]]&lt;br /&gt;
* [[Gamehelpnxs|NXS]]&lt;br /&gt;
* [[Gamehelpohhell|Oh Hell!]]&lt;br /&gt;
* [[Gamehelporigin|Origin]]&lt;br /&gt;
* [[Gamehelpoutlaws|Outlaws:Last Man Standing]]&lt;br /&gt;
* [[Gamehelppalace|Palace]]&lt;br /&gt;
* [[Gamehelppapayoo|Papayoo]]&lt;br /&gt;
* [[Gamehelppennypress|Penny Press]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelppi|P.I.]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelppolis|Polis:Fight for Hegemony]]&lt;br /&gt;
* [[Gamehelpponte|Ponte del Diavolo]]&lt;br /&gt;
* [[Gamehelppotionexplosion|Potion Explosion]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelprallymangt|Rallyman: GT]]&lt;br /&gt;
* [[Gamehelpredseven|Red 7]]&lt;br /&gt;
* [[Gamehelprememberwhen|Remember When]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]&lt;br /&gt;
* [[Gamehelprussianrailroads|Russian Railroads]]&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpsaintpoker|Saint Poker]]&lt;br /&gt;
* [[Gamehelpsantorini|Santorini]]&lt;br /&gt;
* [[Gamehelpsapiens|Sapiens]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsiam|Siam]]&lt;br /&gt;
* [[Gamehelpsignorie|Signorie]]&lt;br /&gt;
* [[Gamehelpskat|Skat]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpsolo|Solo]]&lt;br /&gt;
* [[Gamehelpsoluna|Soluna]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelpsushigo|Sushi Go]]&lt;br /&gt;
* [[Gamehelptabult|Tabult]]&lt;br /&gt;
* [[Gamehelptakaraisland|Takara Island]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptaluva|Taluva]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelpteatime|Tea Time]]&lt;br /&gt;
* [[Gamehelpteotihuacan|Teotihuacan: City of Gods]]&lt;br /&gt;
* [[Gamehelpterramystica|Terra Mystica]]&lt;br /&gt;
* [[Gamehelpbattleforhill|The Battle for Hill 218]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Antiquity]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Middle Ages]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpthekingsguild|The King&#039;s Guild]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelptheruhr|The Ruhr:A Story of Coal Trade]]&lt;br /&gt;
* [[Gamehelpmarcopolo|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelpwerewolves|The Werewolves of Miller&#039;s Hollow]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelptiki|Tiki]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptabago|Tobago]]&lt;br /&gt;
* [[Gamehelptock|Tock]]&lt;br /&gt;
* [[Gamehelptoeshambo|Toe Sham Bo]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chesnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpveggiegarden|Veggie Garden]]&lt;br /&gt;
* [[Gamehelpveletas|Veletas]]&lt;br /&gt;
* [[Gamehelpwhisttwentytwo|Whist 22]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
* [[Gamehelpyokohama|Yokohama]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpbigtimesoccer|Big Time Soccer]]&lt;br /&gt;
* [[Gamehelpbutterfly|Butterfly]]&lt;br /&gt;
* [[Gamehelpcharka|Charka]]&lt;br /&gt;
* [[Gamehelpcitybigshoulders|City of the Big Shoulders]]&lt;br /&gt;
* [[Gamehelpconsonar|Con Sonar!]]&lt;br /&gt;
* [[Gamehelpconnect6|Connect 6]]&lt;br /&gt;
* [[Gamehelpflamingpyramids|Flaming Pyramids]]&lt;br /&gt;
* [[Gamehelphungariantarokk|Hungarian Tarokk]]&lt;br /&gt;
* [[Gamehelpkami|Kami]]&lt;br /&gt;
* [[Gamehelpkingdombuilder|Kingdom Builder]]&lt;br /&gt;
* [[Gamehelpninetynine|Ninety-Nine (Trick-taking)]]&lt;br /&gt;
* [[Gamehelpofftherails|Off the Rails]]&lt;br /&gt;
* [[Gamehelpohseven|Oh-Seven]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelproomtwentyfive|Room 25]]&lt;br /&gt;
* [[Gamehelpsaintpeterburg|Saint Petersburg]]&lt;br /&gt;
* [[Gamehelpsmallislands|Small Islands]]&lt;br /&gt;
* [[Gamehelpvoyages|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelptrekkingtheworld|Trekking the World]]&lt;br /&gt;
* [[Gamehelpturnthetide|Turn the Tide]]&lt;br /&gt;
* [[Gamehelpxanadu|Xanadu]]&lt;br /&gt;
* [[Gamehelpyspahan|Yspahan]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpfistfulofgold|A Fistful of Gold]]&lt;br /&gt;
* [[Gamehelpbandido|Bandido]]&lt;br /&gt;
* [[Gamehelpcribbage|Cribbage]]&lt;br /&gt;
* [[Gamehelpdungeonroll|Dungeon Roll]]&lt;br /&gt;
* [[Gamehelpfleet|Fleet]]&lt;br /&gt;
* [[Gamehelpklaverjassen|Klaverjassen]]&lt;br /&gt;
* [[Gamehelpmarrakech|Marrakech]]&lt;br /&gt;
* [[Gamehelpmartiandice|Martian Dice]]&lt;br /&gt;
* [[Gamehelpmrjack|Mr Jack]]&lt;br /&gt;
* [[Gamehelpninetynineaddition|Ninety-Nine (Addition)]]&lt;br /&gt;
* [[Gamehelppedro|Pedro]]&lt;br /&gt;
* [[Gamehelppiratenkapern|Piraten Kapern]]&lt;br /&gt;
* [[Gamehelppinochle|Pinochle]]&lt;br /&gt;
* [[Gamehelpspades|Spades]]&lt;br /&gt;
* [[Gamehelpyokai|Yokai]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marcuda</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5397</id>
		<title>Gamehelpfleet</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5397"/>
		<updated>2020-08-31T01:11:59Z</updated>

		<summary type="html">&lt;p&gt;Marcuda: Clarify processing vessel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://boardgamegeek.com/boardgame/121297/fleet Fleet] is a card game where players seek the most victory points by purchasing fishing licenses, launching boats, and hiring captains to gather fish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of five phases each. Each phase is played in turn order. At the end of a round the starting player token is passed to the next player and a new round begins.&lt;br /&gt;
&lt;br /&gt;
=== Phase One: License Auction ===&lt;br /&gt;
&lt;br /&gt;
Players may purchase a fishing license from the license auction, using the boat&lt;br /&gt;
cards from their hand as cash. Other players may attempt to out bid each other. The license is then placed in front of the winner.&lt;br /&gt;
&lt;br /&gt;
=== Phase Two: Launch Boats and Hire Captains ===&lt;br /&gt;
&lt;br /&gt;
Players may launch a boat from their hand (matching a fishing license they own)&lt;br /&gt;
by selecting it and paying (discarding) the launch cost using other boat cards&lt;br /&gt;
from their hand as cash.&lt;br /&gt;
&lt;br /&gt;
Players may then hire a captain by placing a boat card from their hand face down&lt;br /&gt;
on any of their available launched boats.&lt;br /&gt;
&lt;br /&gt;
=== Phase Three: Fishing ===&lt;br /&gt;
&lt;br /&gt;
Players gain a crate of fish from the supply on each of their captained boats&lt;br /&gt;
that is not already at capacity (4).&lt;br /&gt;
&lt;br /&gt;
=== Phase Four: Processing and Trading ===&lt;br /&gt;
&lt;br /&gt;
If able, a player may process one crate of fish per boat for later use. A player may then trade one crate of fish from their processed supply for a boat card.&lt;br /&gt;
&lt;br /&gt;
=== Phase Five: Draw ===&lt;br /&gt;
&lt;br /&gt;
Players draw two cards and discard one of the cards just drawn.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
&lt;br /&gt;
The game ends when either&lt;br /&gt;
* there are not enough license cards to completely refill the auction after Phase One, or&lt;br /&gt;
* the supply of fish crates runs out during Phase Three&lt;br /&gt;
In either case the game will end after Phase Three of that round. If the fish crates run our all players still receive credit for fish crates due to them.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game players score Victory Points (VP):&lt;br /&gt;
* +VP for all purchased license cards&lt;br /&gt;
* +VP for all launched boats&lt;br /&gt;
* +1VP for each fish crate on launched boats (&#039;&#039;not&#039;&#039; processed)&lt;br /&gt;
* Bonus VP from King Crab licenses&lt;br /&gt;
* +2VP for each Gone Fishin&#039; card in hand (if applicable)&lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins. If tied, the player with the most launched boats wins. If still tied, then the player with the most fish crates on boats wins.&lt;br /&gt;
&lt;br /&gt;
== Boat Cards ==&lt;br /&gt;
&lt;br /&gt;
Boat cards in a player&#039;s hand can be used in many ways. They can be discarded as money, launched as a boat, or played upside down as a captain. The money value is shown as a number of coins in the bottom left. The cost to launch and victory points earned are shown in the upper left and right, respectively. And any boat can be used to captain any other boat.&lt;br /&gt;
&lt;br /&gt;
The deck includes 20 of each Shrimp, Lobster, and Processing Vessel and 12 of each Codd, Tuna, and King Crab.&lt;br /&gt;
&lt;br /&gt;
== License Cards ==&lt;br /&gt;
&lt;br /&gt;
Each fishing license not only allows a player to launch that type of boat, but it also provides a special bonus. These bonuses improve as players acquire additional copies of a license. There are four (4) of each license except the Pub and King Crab, for which there are three (3).&lt;br /&gt;
&lt;br /&gt;
=== Shrimp License ===&lt;br /&gt;
&lt;br /&gt;
Each Shrimp license grants the player a discount on all future purchases.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| $1 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| $2 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| $3 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| $4 off every purchase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cod License ===&lt;br /&gt;
&lt;br /&gt;
During the Launch Boats phase, the Cod licenses allows a player to launch one additional boat and gives a bonus draw. Cards are drawn after launching boats is complete (before hiring captains), and only if the player launched at least one boat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May launch 2 boats&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards (if launched)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lobster License ===&lt;br /&gt;
&lt;br /&gt;
During the Hire Captains phase, the Lobster licenses allows a player to hire one additional captain and gives a bonus draw depending on the number of captains a player has. Cards are drawn after hiring captains is complete.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May hire 2 captains&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card for 1-3 captains&lt;br /&gt;
+2 cards for 4+ captains&lt;br /&gt;
|-&lt;br /&gt;
| 2+&lt;br /&gt;
| +1 card for 1-2 captains&lt;br /&gt;
+2 cards for 3-6 captains&lt;br /&gt;
&lt;br /&gt;
+3 cards for 7+ captains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tuna License ===&lt;br /&gt;
&lt;br /&gt;
During the Draw phase, the Tuna license allows the player to discard any card in their hand and gives a draw bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May discard from hand&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Draw 2, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Draw 3, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Draw 3, keep 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Draw 4, keep 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Processing Vessel License ===&lt;br /&gt;
&lt;br /&gt;
The Processing Vessel license is required for a player to participate in the Processing and Trading phase. Each license gives an additional draw bonus during trading.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May process and trade fish&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card from trade&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards from trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
N.B. A launched Processing Vessel is not required to process fish, just the license. Once purchased any boat can process fish.&lt;br /&gt;
&lt;br /&gt;
=== Fishermen&#039;s Pub ===&lt;br /&gt;
&lt;br /&gt;
The Fishermen&#039;s Pub is worth 10VP. It has NO boats or other bonuses.&lt;br /&gt;
&lt;br /&gt;
=== King Crab License ===&lt;br /&gt;
&lt;br /&gt;
There are three different King Crab licenses. Each gives a different bonus at the end of game worth up to 10VP.&lt;br /&gt;
&lt;br /&gt;
* +1VP for every 3 fish crates on boats&lt;br /&gt;
* +1VP for each captain&lt;br /&gt;
* +VP for different license types. There are seven (7) types; all King Crab licenses count as the same type. See table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Different&lt;br /&gt;
Licenses&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2VP&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +4VP&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +5VP&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| +6VP&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| +8VP&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| +10VP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gone Fishin&#039; ==&lt;br /&gt;
&lt;br /&gt;
Gone Fishin&#039; is an optional feature taken from the Fleet: Arctic Bounty expansion. It allows players to Go Fishin&#039; instead of buying a license at auction. If a player passes the auction phase without buying a license they receive a Gone Fishin&#039; card. These cards have a value of $2 for future purchases, but they are not boats and cannot captain. At the end of the game any Gone Fishin&#039; cards still in a player&#039;s hand are worth +2VP.&lt;br /&gt;
&lt;br /&gt;
The game designer recommends playing with Gone Fishin&#039; enabled. It generally smooths out the game, especially in early rounds where money can be tight.&lt;/div&gt;</summary>
		<author><name>Marcuda</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5235</id>
		<title>Gamehelpfleet</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5235"/>
		<updated>2020-08-08T17:35:17Z</updated>

		<summary type="html">&lt;p&gt;Marcuda: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://boardgamegeek.com/boardgame/121297/fleet Fleet] is a card game where players seek the most victory points by purchasing fishing licenses, launching boats, and hiring captains to gather fish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of five phases each. Each phase is played in turn order. At the end of a round the starting player token is passed to the next player and a new round begins.&lt;br /&gt;
&lt;br /&gt;
=== Phase One: License Auction ===&lt;br /&gt;
&lt;br /&gt;
Players may purchase a fishing license from the license auction, using the boat&lt;br /&gt;
cards from their hand as cash. Other players may attempt to out bid each other. The license is then placed in front of the winner.&lt;br /&gt;
&lt;br /&gt;
=== Phase Two: Launch Boats and Hire Captains ===&lt;br /&gt;
&lt;br /&gt;
Players may launch a boat from their hand (matching a fishing license they own)&lt;br /&gt;
by selecting it and paying (discarding) the launch cost using other boat cards&lt;br /&gt;
from their hand as cash.&lt;br /&gt;
&lt;br /&gt;
Players may then hire a captain by placing a boat card from their hand face down&lt;br /&gt;
on any of their available launched boats.&lt;br /&gt;
&lt;br /&gt;
=== Phase Three: Fishing ===&lt;br /&gt;
&lt;br /&gt;
Players gain a crate of fish from the supply on each of their captained boats&lt;br /&gt;
that is not already at capacity (4).&lt;br /&gt;
&lt;br /&gt;
=== Phase Four: Processing and Trading ===&lt;br /&gt;
&lt;br /&gt;
If able, a player may process one crate of fish per boat for later use. A player may then trade one crate of fish from their processed supply for a boat card.&lt;br /&gt;
&lt;br /&gt;
=== Phase Five: Draw ===&lt;br /&gt;
&lt;br /&gt;
Players draw two cards and discard one of the cards just drawn.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
&lt;br /&gt;
The game ends when either&lt;br /&gt;
* there are not enough license cards to completely refill the auction after Phase One, or&lt;br /&gt;
* the supply of fish crates runs out during Phase Three&lt;br /&gt;
In either case the game will end after Phase Three of that round. If the fish crates run our all players still receive credit for fish crates due to them.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game players score Victory Points (VP):&lt;br /&gt;
* +VP for all purchased license cards&lt;br /&gt;
* +VP for all launched boats&lt;br /&gt;
* +1VP for each fish crate on launched boats (&#039;&#039;not&#039;&#039; processed)&lt;br /&gt;
* Bonus VP from King Crab licenses&lt;br /&gt;
* +2VP for each Gone Fishin&#039; card in hand (if applicable)&lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins. If tied, the player with the most launched boats wins. If still tied, then the player with the most fish crates on boats wins.&lt;br /&gt;
&lt;br /&gt;
== Boat Cards ==&lt;br /&gt;
&lt;br /&gt;
Boat cards in a player&#039;s hand can be used in many ways. They can be discarded as money, launched as a boat, or played upside down as a captain. The money value is shown as a number of coins in the bottom left. The cost to launch and victory points earned are shown in the upper left and right, respectively. And any boat can be used to captain any other boat.&lt;br /&gt;
&lt;br /&gt;
The deck includes 20 of each Shrimp, Lobster, and Processing Vessel and 12 of each Codd, Tuna, and King Crab.&lt;br /&gt;
&lt;br /&gt;
== License Cards ==&lt;br /&gt;
&lt;br /&gt;
Each fishing license not only allows a player to launch that type of boat, but it also provides a special bonus. These bonuses improve as players acquire additional copies of a license. There are four (4) of each license except the Pub and King Crab, for which there are three (3).&lt;br /&gt;
&lt;br /&gt;
=== Shrimp License ===&lt;br /&gt;
&lt;br /&gt;
Each Shrimp license grants the player a discount on all future purchases.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| $1 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| $2 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| $3 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| $4 off every purchase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cod License ===&lt;br /&gt;
&lt;br /&gt;
During the Launch Boats phase, the Cod licenses allows a player to launch one additional boat and gives a bonus draw. Cards are drawn after launching boats is complete (before hiring captains), and only if the player launched at least one boat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May launch 2 boats&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards (if launched)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lobster License ===&lt;br /&gt;
&lt;br /&gt;
During the Hire Captains phase, the Lobster licenses allows a player to hire one additional captain and gives a bonus draw depending on the number of captains a player has. Cards are drawn after hiring captains is complete.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May hire 2 captains&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card for 1-3 captains&lt;br /&gt;
+2 cards for 4+ captains&lt;br /&gt;
|-&lt;br /&gt;
| 2+&lt;br /&gt;
| +1 card for 1-2 captains&lt;br /&gt;
+2 cards for 3-6 captains&lt;br /&gt;
&lt;br /&gt;
+3 cards for 7+ captains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tuna License ===&lt;br /&gt;
&lt;br /&gt;
During the Draw phase, the Tuna license allows the player to discard any card in their hand and gives a draw bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May discard from hand&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Draw 2, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Draw 3, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Draw 3, keep 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Draw 4, keep 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Processing Vessel License ===&lt;br /&gt;
&lt;br /&gt;
The Processing Vessel license is required for a player to participate in the Processing and Trading phase. Each license gives an additional draw bonus during trading.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May process and trade fish&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card from trade&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards from trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fishermen&#039;s Pub ===&lt;br /&gt;
&lt;br /&gt;
The Fishermen&#039;s Pub is worth 10VP. It has NO boats or other bonuses.&lt;br /&gt;
&lt;br /&gt;
=== King Crab License ===&lt;br /&gt;
&lt;br /&gt;
There are three different King Crab licenses. Each gives a different bonus at the end of game worth up to 10VP.&lt;br /&gt;
&lt;br /&gt;
* +1VP for every 3 fish crates on boats&lt;br /&gt;
* +1VP for each captain&lt;br /&gt;
* +VP for different license types. There are seven (7) types; all King Crab licenses count as the same type. See table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Different&lt;br /&gt;
Licenses&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2VP&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +4VP&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +5VP&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| +6VP&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| +8VP&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| +10VP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gone Fishin&#039; ==&lt;br /&gt;
&lt;br /&gt;
Gone Fishin&#039; is an optional feature taken from the Fleet: Arctic Bounty expansion. It allows players to Go Fishin&#039; instead of buying a license at auction. If a player passes the auction phase without buying a license they receive a Gone Fishin&#039; card. These cards have a value of $2 for future purchases, but they are not boats and cannot captain. At the end of the game any Gone Fishin&#039; cards still in a player&#039;s hand are worth +2VP.&lt;br /&gt;
&lt;br /&gt;
The game designer recommends playing with Gone Fishin&#039; enabled. It generally smooths out the game, especially in early rounds where money can be tight.&lt;/div&gt;</summary>
		<author><name>Marcuda</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5233</id>
		<title>Gamehelpfleet</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=5233"/>
		<updated>2020-08-08T17:34:04Z</updated>

		<summary type="html">&lt;p&gt;Marcuda: Created page with &amp;quot;[https://boardgamegeek.com/boardgame/121297/fleet Fleet] is a card game where players seek the most victory points by purchasing fishing licenses, launching boats, and hiring...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://boardgamegeek.com/boardgame/121297/fleet Fleet] is a card game where players seek the most victory points by purchasing fishing licenses, launching boats, and hiring captains to gather fish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of five phases each. Each phase is played in turn order. At the end of a round the starting player token is passed to the next player and a new round begins.&lt;br /&gt;
&lt;br /&gt;
=== Phase One: License Auction ===&lt;br /&gt;
&lt;br /&gt;
Players may purchase a fishing license from the license auction, using the boat&lt;br /&gt;
cards from their hand as cash. Other players may attempt to out bid each other. The license is then placed in front of the winner.&lt;br /&gt;
&lt;br /&gt;
=== Phase Two: Launch Boats and Hire Captains ===&lt;br /&gt;
&lt;br /&gt;
Players may launch a boat from their hand (matching a fishing license they own)&lt;br /&gt;
by selecting it and paying (discarding) the launch cost using other boat cards&lt;br /&gt;
from their hand as cash.&lt;br /&gt;
&lt;br /&gt;
Players may then hire a captain by placing a boat card from their hand face down&lt;br /&gt;
on any of their available launched boats.&lt;br /&gt;
&lt;br /&gt;
=== Phase Three: Fishing ===&lt;br /&gt;
&lt;br /&gt;
Players gain a crate of fish from the supply on each of their captained boats&lt;br /&gt;
that is not already at capacity (4).&lt;br /&gt;
&lt;br /&gt;
=== Phase Four: Processing and Trading ===&lt;br /&gt;
&lt;br /&gt;
If able, a player may process one crate of fish per boat for later use. A player may then trade one crate of fish from their processed supply for a boat card.&lt;br /&gt;
&lt;br /&gt;
=== Phase Five: Draw ===&lt;br /&gt;
&lt;br /&gt;
Players draw two cards and discard one of the cards just drawn.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
&lt;br /&gt;
The game ends when either&lt;br /&gt;
* there are not enough license cards to completely refill the auction after Phase One, or&lt;br /&gt;
* the supply of fish crates runs out during Phase Three&lt;br /&gt;
In either case the game will end after Phase Three of that round. If the fish crates run our all players still receive credit for fish crates due to them.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game players score Victory Points (VP):&lt;br /&gt;
* +VP for all purchased license cards&lt;br /&gt;
* +VP for all launched boats&lt;br /&gt;
* +1VP for each fish crate on launched boats (_not_ processed)&lt;br /&gt;
* Bonus VP from King Crab licenses&lt;br /&gt;
* +2VP for each Gone Fishin&#039; card in hand (if applicable)&lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins. If tied, the player with the most launched boats wins. If still tied, then the player with the most fish crates on boats wins.&lt;br /&gt;
&lt;br /&gt;
== Boat Cards ==&lt;br /&gt;
&lt;br /&gt;
Boat cards in a player&#039;s hand can be used in many ways. They can be discarded as money, launched as a boat, or played upside down as a captain. The money value is shown as a number of coins in the bottom left. The cost to launch and victory points earned are shown in the upper left and right, respectively. And any boat can be used to captain any other boat.&lt;br /&gt;
&lt;br /&gt;
The deck includes 20 of each Shrimp, Lobster, and Processing Vessel and 12 of each Codd, Tuna, and King Crab.&lt;br /&gt;
&lt;br /&gt;
== License Cards ==&lt;br /&gt;
&lt;br /&gt;
Each fishing license not only allows a player to launch that type of boat, but it also provides a special bonus. These bonuses improve as players acquire additional copies of a license. There are four (4) of each license except the Pub and King Crab, for which there are three (3).&lt;br /&gt;
&lt;br /&gt;
=== Shrimp License ===&lt;br /&gt;
&lt;br /&gt;
Each Shrimp license grants the player a discount on all future purchases.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| $1 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| $2 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| $3 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| $4 off every purchase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cod License ===&lt;br /&gt;
&lt;br /&gt;
During the Launch Boats phase, the Cod licenses allows a player to launch one additional boat and gives a bonus draw. Cards are drawn after launching boats is complete (before hiring captains), and only if the player launched at least one boat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May launch 2 boats&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards (if launched)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lobster License ===&lt;br /&gt;
&lt;br /&gt;
During the Hire Captains phase, the Lobster licenses allows a player to hire one additional captain and gives a bonus draw depending on the number of captains a player has. Cards are drawn after hiring captains is complete.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May hire 2 captains&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card for 1-3 captains&lt;br /&gt;
+2 cards for 4+ captains&lt;br /&gt;
|-&lt;br /&gt;
| 2+&lt;br /&gt;
| +1 card for 1-2 captains&lt;br /&gt;
+2 cards for 3-6 captains&lt;br /&gt;
&lt;br /&gt;
+3 cards for 7+ captains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tuna License ===&lt;br /&gt;
&lt;br /&gt;
During the Draw phase, the Tuna license allows the player to discard any card in their hand and gives a draw bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May discard from hand&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Draw 2, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Draw 3, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Draw 3, keep 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Draw 4, keep 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Processing Vessel License ===&lt;br /&gt;
&lt;br /&gt;
The Processing Vessel license is required for a player to participate in the Processing and Trading phase. Each license gives an additional draw bonus during trading.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May process and trade fish&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card from trade&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards from trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fishermen&#039;s Pub ===&lt;br /&gt;
&lt;br /&gt;
The Fishermen&#039;s Pub is worth 10VP. It has NO boats or other bonuses.&lt;br /&gt;
&lt;br /&gt;
=== King Crab License ===&lt;br /&gt;
&lt;br /&gt;
There are three different King Crab licenses. Each gives a different bonus at the end of game worth up to 10VP.&lt;br /&gt;
&lt;br /&gt;
* +1VP for every 3 fish crates on boats&lt;br /&gt;
* +1VP for each captain&lt;br /&gt;
* +VP for different license types. There are seven (7) types; all King Crab licenses count as the same type. See table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Different&lt;br /&gt;
Licenses&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2VP&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +4VP&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +5VP&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| +6VP&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| +8VP&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| +10VP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gone Fishin&#039; ==&lt;br /&gt;
&lt;br /&gt;
Gone Fishin&#039; is an optional feature taken from the Fleet: Arctic Bounty expansion. It allows players to Go Fishin&#039; instead of buying a license at auction. If a player passes the auction phase without buying a license they receive a Gone Fishin&#039; card. These cards have a value of $2 for future purchases, but they are not boats and cannot captain. At the end of the game any Gone Fishin&#039; cards still in a player&#039;s hand are worth +2VP.&lt;br /&gt;
&lt;br /&gt;
The game designer recommends playing with Gone Fishin&#039; enabled. It generally smooths out the game, especially in early rounds where money can be tight.&lt;/div&gt;</summary>
		<author><name>Marcuda</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=4775</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=4775"/>
		<updated>2020-06-23T21:43:07Z</updated>

		<summary type="html">&lt;p&gt;Marcuda: Add noupdate param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (a void div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be addressed individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;noupdate&amp;quot; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. Be sure to call &#039;&#039;&#039;updateDisplay&#039;&#039;&#039; after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAllTo( to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;centerItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center the stock items in the middle of the stock container.&lt;br /&gt;
e.g. this.myStock.centerItems = true; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). You can override this class in the css file for your game.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name, item_id )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nota bene: &lt;br /&gt;
- The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
- The &amp;quot;item_id&amp;quot; argument is the stock ID (index) of the stock item that has just been selected/unselected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemById(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the Stock item with the id in parameter&lt;br /&gt;
ex : return the object { type:1,  id:  1001 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;/div&gt;</summary>
		<author><name>Marcuda</name></author>
	</entry>
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