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	<updated>2026-09-16T05:44:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmountaingoats&amp;diff=22298</id>
		<title>Gamehelpmountaingoats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmountaingoats&amp;diff=22298"/>
		<updated>2024-08-25T18:00:03Z</updated>

		<summary type="html">&lt;p&gt;Marquis de Fuzz: /* Big Mountain Expansion */ Note VP for 5-player games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Race your goats up the mountains as many times as you can whilst trying to scale as many different mountains.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
First, roll the 4 dice.&lt;br /&gt;
&lt;br /&gt;
If more than one die is a 1, you can turn the extra 1s into any number you wish, but must finish adjustments with at least one 1 showing&lt;br /&gt;
&lt;br /&gt;
Sort the dice into groups of your choosing.&lt;br /&gt;
&lt;br /&gt;
Each group that sums to the value of 5 to 10 moves your goat on that track, any that sum outside this do not.&lt;br /&gt;
&lt;br /&gt;
Multiple goats can share the same space, except at the top of the mountain.  When a player moves a goat to the top of a mountain, they take a Point Token from that mountain (if available), and return any goat already there to the foot of the mountain. If a player creates a grouping of dice that would move a goat up a mountain, but their goat is already at the top, they instead claim one Point Token from this mountain&#039;s supply (if available).&lt;br /&gt;
&lt;br /&gt;
If you collect a point token for each mountain, you also claim the highest bonus token, this can be done multiple times each time you make a new set of all mountains.&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
When the Bonus Token pile runs out, or THREE Mountains run out of normal tokens, finish the current round.&lt;br /&gt;
&lt;br /&gt;
Count up your Mountain and Bonus Tokens, the player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the tied player with the most goats currently on mountains wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the tied player with the goat on the highest valued mountain wins!&lt;br /&gt;
&lt;br /&gt;
=== Big Mountain Expansion ===&lt;br /&gt;
In the Big Mountain expansion, goats ascend a single-file path with only the &amp;lt;u&amp;gt;highest&amp;lt;/u&amp;gt; climbers earning points. Players must choose between battling for the regular mountains or risking the Big Mountain where &#039;&#039;timing is crucial&#039;&#039;. To place, you select a sum between 11-24 and put a goat on the corresponding Big Mountain spot, sacrificing your ability to score on the regular mountain tracks. You can however, move goats back and forth between the Big Mountain and regular ones during the game.  &lt;br /&gt;
&lt;br /&gt;
At the end of the game, points are awarded based on the &#039;&#039;&#039;number&#039;&#039;&#039; and &#039;&#039;&#039;ranking&#039;&#039;&#039; of your goats on the Big Mountain. In 2-player games, the points are 12/8/4; in 3-player games, 16/12/8/4; and in 4 or 5-player games, 15/12/9/6/3. Players can score &amp;lt;u&amp;gt;multiple times&amp;lt;/u&amp;gt; if they have goats in qualifying spots.  For example, at the end of a 2-player game, if you have a goat on the 23 spot and the 16 spot and your opponent has a goat on the 21 spot, you will get 16 points (12+4) and your opponent will get 8 points. &lt;br /&gt;
&lt;br /&gt;
This expansion gives you more choices as you are now able to move goats to the Big Mountain when there are no more point tokens available at the top of the regular mountains.&lt;/div&gt;</summary>
		<author><name>Marquis de Fuzz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpitsawonderfulworld&amp;diff=16196</id>
		<title>Gamehelpitsawonderfulworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpitsawonderfulworld&amp;diff=16196"/>
		<updated>2023-03-01T11:29:28Z</updated>

		<summary type="html">&lt;p&gt;Marquis de Fuzz: discarded cards gain bonus to empire card&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Objective =&lt;br /&gt;
&lt;br /&gt;
Build the most wonderful world ... of vp, but only as long as you have fun playing.&lt;br /&gt;
&lt;br /&gt;
= Playing =&lt;br /&gt;
&lt;br /&gt;
It&#039;s a Wonderful World is played in 4 rounds with three phases each: first Drafting, then Planning, and finally Production.&lt;br /&gt;
&lt;br /&gt;
== Drafting ==&lt;br /&gt;
&lt;br /&gt;
All players simultaneously draft a single card from their hand and then reveal them. Remain cards are passed and drafting repeats until all are taken.&lt;br /&gt;
&lt;br /&gt;
== Planning ==&lt;br /&gt;
&lt;br /&gt;
Then players will choose which drafted cards to:&lt;br /&gt;
&lt;br /&gt;
* keep for building&lt;br /&gt;
&lt;br /&gt;
and which to &lt;br /&gt;
&lt;br /&gt;
* recycle (discard) for cubes (shown bottom-right). Cubes gained are placed onto kept cards to pay for their building cost (upper-left) or on starting Empire card where 5 will immediately be converted to a single red (wild) cube to be used on demand. Non-red cubes on the starting card may only be used to make a red cube.&lt;br /&gt;
&lt;br /&gt;
When all costs are paid the card may be added into player&#039;s Empire tableau (tokens on card are discarded) and any bonus (if any shown bottom-middle of image above the bottom bar) is gained to player&#039;s Empire card.&lt;br /&gt;
&lt;br /&gt;
Note that any incomplete card may be discarded to gain its recycle cube to your Empire card at any time. Resource cube placed on a recycled card are returned to the supply.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
Each production phase is sequence grey, black, green, yellow, and finally blue cube production sectors. Each of those productions have three parts.&lt;br /&gt;
&lt;br /&gt;
# produce cubes of a color - each player produces cubes of current color according to what is shown in the bottom bar of cards in Empire tableau.&lt;br /&gt;
# award highest production - single player with the highest production of current color gains one character token (each with 1 vp) matching the icon shown for that sector. Blue Financier for grey/yellow, red General for black/blue, and winning player&#039;s choice for green.&lt;br /&gt;
# place cubes - as during drafting cubes are placed on incomplete cards and completed cards may immediately be built and added to Empire tableau.&lt;br /&gt;
&lt;br /&gt;
Sector production is repeated for each color ending with blue which ends the round.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
&lt;br /&gt;
Incomplete cards remain. If not round 4, each player gets new set of cards to restart drafting but passing in the opposite player order.&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
Besides 1 point per character token, many cards have some victory points in lower left corner. Some score by other types of cards added to Empire (see bottom-right icons). The player with the most points wins. Ties broken by having most Empire cards and then most character tokens.&lt;/div&gt;</summary>
		<author><name>Marquis de Fuzz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpitsawonderfulworld&amp;diff=16165</id>
		<title>Gamehelpitsawonderfulworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpitsawonderfulworld&amp;diff=16165"/>
		<updated>2023-02-25T07:20:39Z</updated>

		<summary type="html">&lt;p&gt;Marquis de Fuzz: First draft of how to play&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Objective =&lt;br /&gt;
&lt;br /&gt;
Build the most wonderful world ... of vp, but only as long as you have fun playing.&lt;br /&gt;
&lt;br /&gt;
= Playing =&lt;br /&gt;
&lt;br /&gt;
It&#039;s a Wonderful World is played in 4 rounds with three phases each: first Drafting, then Planning, and finally Production.&lt;br /&gt;
&lt;br /&gt;
== Drafting ==&lt;br /&gt;
&lt;br /&gt;
All players simultaneously draft a single card from their hand and then reveal them. Remain cards are passed and drafting repeats until all are taken.&lt;br /&gt;
&lt;br /&gt;
== Planning ==&lt;br /&gt;
&lt;br /&gt;
Then players will choose which drafted cards to:&lt;br /&gt;
&lt;br /&gt;
* keep for building&lt;br /&gt;
&lt;br /&gt;
and which to &lt;br /&gt;
&lt;br /&gt;
* recycle (discard) for cubes (shown bottom-right). Cubes gained are placed onto kept cards to pay for their building cost (upper-left) or on starting Empire card where 5 will immediately be converted to a single red (wild) cube to be used on demand. Non-red cubes on the starting card may only be used to make a red cube.&lt;br /&gt;
&lt;br /&gt;
When all costs are paid the card may be added into player&#039;s Empire tableau (tokens on card are discarded) and any bonus (if any shown bottom-middle of image above the bottom bar) is gained to player&#039;s Empire card.&lt;br /&gt;
&lt;br /&gt;
Note that any incomplete card may be recycled to gain its recycle cube at any time. Resource cube placed on a recycled card are returned to the supply.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
Each production phase is sequence grey, black, green, yellow, and finally blue cube production sectors. Each of those productions have three parts.&lt;br /&gt;
&lt;br /&gt;
# produce cubes of a color - each player produces cubes of current color according to what is shown in the bottom bar of cards in Empire tableau.&lt;br /&gt;
# award highest production - single player with the highest production of current color gains one character token (each with 1 vp) matching the icon shown for that sector. Blue Financier for grey/yellow, red General for black/blue, and winning player&#039;s choice for green.&lt;br /&gt;
# place cubes - as during drafting cubes are placed on incomplete cards and completed cards may immediately be built and added to Empire tableau.&lt;br /&gt;
&lt;br /&gt;
Sector production is repeated for each color ending with blue which ends the round.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
&lt;br /&gt;
Incomplete cards remain. If not round 4, each player gets new set of cards to restart drafting but passing in the opposite player order.&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
Besides 1 point per character token, many cards have some victory points in lower left corner. Some score by other types of cards added to Empire (see bottom-right icons). The player with the most points wins. Ties broken by having most Empire cards and then most character tokens.&lt;/div&gt;</summary>
		<author><name>Marquis de Fuzz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpultimaterailroads&amp;diff=12903</id>
		<title>Gamehelpultimaterailroads</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpultimaterailroads&amp;diff=12903"/>
		<updated>2022-04-28T05:45:04Z</updated>

		<summary type="html">&lt;p&gt;Marquis de Fuzz: add scoring clarification for City Keys Bonus Card&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The players take actions, one after the other in order, until all players have passed. At the end of each round, players score points as a measurement of their progress.&lt;br /&gt;
In a four-player game, the game ends after the 7th round. The winner is the player with the most points.&lt;br /&gt;
&lt;br /&gt;
On your turn, you &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; either &amp;lt;b&amp;gt;resolve an action&amp;lt;/b&amp;gt; or pass. To resolve an action, choose an &lt;br /&gt;
&amp;lt;b&amp;gt;unoccupied action space&amp;lt;/b&amp;gt; and place as many workers as required on that space. Then, resolve &lt;br /&gt;
that action.&lt;br /&gt;
&lt;br /&gt;
*! Action spaces on the game board (and any engineers on it) let you resolve direct actions. All other actions, if not specifically labeled as direct, are indirect actions.&lt;br /&gt;
&lt;br /&gt;
*! &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You cannot save actions for your next turn.&lt;br /&gt;
&lt;br /&gt;
===Playing a turn===&lt;br /&gt;
Each turn a player will choose an empty/unoccupied action space, occupy it with the required number of workers and perform that action.&lt;br /&gt;
You must consider the following:&lt;br /&gt;
* You must choose an unoccupied action space (i.e. one that is not already occupied by workers).&lt;br /&gt;
* You must place the exact/correct number of workers from your supply on the required action space you wish to use (i.e. 1, 2 or 3).&lt;br /&gt;
* You must only use workers from your personal worker supply.&lt;br /&gt;
* You must immediately make use of the direct/chosen action or pass.&lt;br /&gt;
* You must perform the direct action in its entirety.&lt;br /&gt;
* &amp;lt;i&amp;gt;Engineers you have hired count as indirect actions. You can partially resolve these actions.&amp;lt;/i&amp;gt;&lt;br /&gt;
* You may perform only one action per turn.&lt;br /&gt;
* Actions that become available to you (either by choosing an action space or otherwise) during your turn go into your action pool. This means that you can resolve these actions during your turn, in any order you choose. You can also choose not to resolve indirect actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Exceptions to these rules will be noted where applicable.&lt;br /&gt;
&lt;br /&gt;
==The areas of the board (possible actions)==&lt;br /&gt;
* &amp;lt;b&amp;gt;1. Track extension&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;2. Locomotives and factories&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;3. Industrialization&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;4. Auxiliary actions&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;5. Engineers&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;6. Turn order track&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1. TRACK EXTENSION====&lt;br /&gt;
The track extension actions are among the most important in the game.&lt;br /&gt;
&lt;br /&gt;
Each player’s personal player board depicts 3 railroads, which can be independently extended over the course of the game. These railroads are called &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; railroad, &amp;lt;b&amp;gt;Petersburg&amp;lt;/b&amp;gt; railroad and the &amp;lt;b&amp;gt;Kiev&amp;lt;/b&amp;gt; railroad.&lt;br /&gt;
&lt;br /&gt;
The better each of their railroads is developed, the more points each player will score at the end of each round.&lt;br /&gt;
&lt;br /&gt;
First, place the required number of workers on one of the track extension action spaces. Then, advance the appropriate track(s) on your player board the number of spaces indicated on the action space.&lt;br /&gt;
&lt;br /&gt;
You may choose to distribute track advancements between multiple railroads.&lt;br /&gt;
&lt;br /&gt;
And so ends the action.&lt;br /&gt;
&lt;br /&gt;
In order to earn more points, the players should strive to extend their railroads through the advancement of these tracks. To maximize their progress, players will also need to advance tracks of other colors, indicating tracks of higher value.&lt;br /&gt;
&lt;br /&gt;
In order to advance the tracks in the other colors, you must first earn them. Your earn these tracks by advancing the black track to spaces 2, 6, 10 and 15 on the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Once a player has advanced the black track to or beyond space 2 of the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;, they immediately take 3 gray tracks from the general supply. They place these new tracks to the left of each railroad depicted on their player board. They may now begin advancing their gray tracks. When a player’s black track reaches or passes space 6 of the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;, the player receives 3 brown tracks, space 10 grants access to 2 natural tracks and space 15 to 1 white track.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The two actions at the bottom of the area of rail extension.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this action, a player must place a worker and 1 coin/ruble. This action gives them two advancements of their choice (split between 1 or 2 tracks).&lt;br /&gt;
&lt;br /&gt;
This is the only action in the game that may be used more than once during a round. When a player places a worker there, they must then move either a black or a gray track. The action space is not considered occupied and may be used again during the same round by any player (including players who have already used it).&lt;br /&gt;
&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The following must be observed when advancing tracks:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Tracks advance in a specific unchangeable order: first black, then gray, brown, natural and finally white.&lt;br /&gt;
* A track can only be moved onto an empty space. A track may never catch up to or go beyond the track that is in front of it. As such, the order is always respected.&lt;br /&gt;
* Advancements may be split between different railroads.&lt;br /&gt;
* Not all railroads use every track color. Your player board shows which colors go with which railroads.&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2. LOCOMOTIVES and FACTORIES====&lt;br /&gt;
=====Building locomotives=====&lt;br /&gt;
First, place the required number of workers on one of the locomotive action spaces. Then, take 1 locomotive from the &amp;lt;b&amp;gt;lowest numbered pile&amp;lt;/b&amp;gt; in the supply. Finally, place this locomotive in front of one of the 3 railroads of your player board.&lt;br /&gt;
&lt;br /&gt;
There can be only 1 locomotive on these railroads: &amp;lt;b&amp;gt;St.Petersburg&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Kiev&amp;lt;/b&amp;gt;. There can be up to 2 locomotives on the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt;. The number of a locomotive indicates the number of spaces it can reach on a railroad.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; is the only railroad where there can be 2 locomotives. One of these is placed next to the board to the left of the track, while the other is placed directly on the board. You must add up the value of both locomotives on the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; to determine the total number of spaces that can be reached on this railroad.&lt;br /&gt;
&lt;br /&gt;
=====Upgrading locomotives=====&lt;br /&gt;
To upgrade a locomotive, simply replace it with one whose number is higher. The “old” locomotive is not lost: you can move it to one of the other two railroads. When you move an “old” locomotive to a railroad where there is a locomotive, this can create a chain reaction.&lt;br /&gt;
&lt;br /&gt;
When a player is unable to place a locomotive, they flip it purple side up and places it next to the locomotive supply. That locomotive will now be used as a factory. What are factories? They will be explained in the next section.&lt;br /&gt;
&lt;br /&gt;
During each end of round scoring, you will only score points for the spaces that your locomotives can reach. Furthermore, special spaces are spread amongst your railroads and in order to benefit from their advantage, you must first reach them with a locomotive.&lt;br /&gt;
&lt;br /&gt;
=====Factories=====&lt;br /&gt;
Factories are essential to the industrial development of your railroad network. Not only that, but each factory can be used to benefit from a unique ability.&lt;br /&gt;
&lt;br /&gt;
A factory is depicted on the back of each locomotive. Locomotives with the same number all have the same factory on their back. Each factory grants its owner a special ability that they can benefit from&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The ability a factory possesses is also depicted in the top left corner of a locomotive&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=====Building Factories=====&lt;br /&gt;
To build a factory, you must use the same actions that were required to build locomotives. First, place the required number of workers on the action space. Then, just like you did for the locomotives, take a locomotive from the lowest numbered pile in the supply. Flip this locomotive purple side up (with the factory) and place it under your board, in one of the 5 spaces reserved for factories. You must place your factories from left to right. If a player wishes to build a factory and there are some factories next to the locomotive piles, the player will be able to choose between one of the face up factories or one from the lowest numbered pile.&lt;br /&gt;
&lt;br /&gt;
If you manage to fill your 5 factory spaces, you can replace them with other factories. When you wish to replace a factory, you must first place one of your “old” factories in the general supply, to the left of the locomotive piles, factory side up (purple side). Then, you place the new factory in the recently freed space. You do not have to replace your factories from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; How factories are used will be covered in the next section “Industrialization”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====3. INDUSTRIALIZATION====&lt;br /&gt;
Another type of action is possible: industrialization. Industrialization lets you score points during the scoring phase at the end of a round, and also gives you access to the abilities of your factories.&lt;br /&gt;
&lt;br /&gt;
First, place the required number of workers on one of the industrialization action spaces. Then, advance your Industry marker the number of spaces indicated by the chosen action space. You will notice that there is a gap after the first 4 spaces of your industry track. You cannot move your Industry marker into or beyond this gap.&lt;br /&gt;
&lt;br /&gt;
For your Industry marker to progress on your industry track, you must first fill these gaps with factories. This represents another way in which your industries are improving. Each factory features an industry space/slot (represented by a purple hexagon/circle) onto which your Industry marker can move. After each factory there is another industry space that becomes available.&lt;br /&gt;
When a marker moves onto a factory, you must then &amp;lt;b&amp;gt;immediately&amp;lt;/b&amp;gt; use that factory’s ability. If you are unable to use it at that time, the effect is cancelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====4. AUXILIARY ACTIONS====&lt;br /&gt;
* &amp;lt;b&amp;gt;1 Doubler&amp;lt;/b&amp;gt;&lt;br /&gt;
Place 1 worker on this action space to take 1 doubler from the supply. Then, you must place this doubler on an empty dashed space above the &amp;lt;b&amp;gt;Trans-Siberian&amp;lt;/b&amp;gt; (and only there). You must fill these 8 spaces from left to right and there may only be 1 doubler per space. A track does not have to be present for you to be able to place a doubler. A doubler multiplies by 2 (doubles) the value of the space below it during scoring.&lt;br /&gt;
* &amp;lt;b&amp;gt;2 Rubles&amp;lt;/b&amp;gt;&lt;br /&gt;
Place 1 worker on this action space to take 2 rubles from the supply and then place them in front of you. Rubles may replace workers when playing on action spaces. Although rubles can replace workers, workers &amp;lt;b&amp;gt;cannot&amp;lt;/b&amp;gt; replace rubles. Like action spaces occupied by one or more workers, an action space that is occupied by a ruble cannot be used again during this round.&lt;br /&gt;
* &amp;lt;b&amp;gt;2 Temporary workers&amp;lt;/b&amp;gt;&lt;br /&gt;
Place 1 worker on this action space to take the 2 turquoise temporary workers. You must use these workers during this round, and they act as if they were your own color. Just like rubles, you can use temporary workers by themselves (individually or together), or combine them with workers of your own color or rubles. You may not keep the temporary workers for the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====5. ENGINEERS====&lt;br /&gt;
=====Hiring engineers=====&lt;br /&gt;
Engineers can help players during the game with their special skills. They can also give players a certain number of points at the end of the game. Each round, only one engineer can be hired. The engineer that can be hired is located in the right-most space (the hiring space) of the engineer area of the game board. To hire an engineer, you must place a ruble on the hiring action space. You then take the engineer from this space and place it, light side up, close to your player board.&lt;br /&gt;
&lt;br /&gt;
The light side of each engineer shows an action. If a player has one or more engineers next to their game board, they may use these actions just like those from the game board. A player may use their engineer actions, &amp;lt;b&amp;gt;even if they is unable to use the action completely&amp;lt;/b&amp;gt;. Another advantage to having “your own engineers” is that they are not “time sensitive”, meaning that since the other players do not have access to them, you are able to use them exactly when you need to.&lt;br /&gt;
&lt;br /&gt;
=====The 2 light side up engineers on the game board=====&lt;br /&gt;
Both engineers that are placed light side up on the board allow players to use their respective action. Players are unable to hire these engineers. They represent extra action spaces available to all players, just like all other action spaces on the game board (track extension, locomotive, etc.). And just like all other action spaces on the board, these actions can only be used once per round.&lt;br /&gt;
&lt;br /&gt;
=====The 4 left-most engineers=====&lt;br /&gt;
These engineers can neither be used, nor hired. However, at the end of a round, every engineer is moved one space to the right. In other words, these engineers will become available during future rounds. Seeing them lets players plan ahead for the rounds to come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====6. TURN ORDER TRACK====&lt;br /&gt;
In this game, players do not play in clockwise order. The turn order track is used to determine player order. The player occupying the first position plays first, followed by the player occupying the second position, and so forth. Once the last player has taken their turn, it is once again the first player’s turn to play.&lt;br /&gt;
&lt;br /&gt;
When a player does not wish to or cannot continue playing, they pass; this means that for the remainder of this round, they will not be able to play. Finally, to show that they are out of this round, they flip their Turn Order card and immediately scores the points shown on the back of their card.&lt;br /&gt;
&lt;br /&gt;
The other players keep playing, one after the other, until every player has passed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Even if a player runs out of workers, this does not mean that they must pass right away. They can continue performing actions with rubles.&lt;br /&gt;
&lt;br /&gt;
They can place one of their workers under the &amp;lt;b&amp;gt;first&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;second&amp;lt;/b&amp;gt; position of the turn order track. This will be their position in the turn order sequence of the following round. A player &amp;lt;b&amp;gt;may not&amp;lt;/b&amp;gt; place a worker on the action space under their current position in the turn order, nor may they occupy both turn order action spaces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special case:&amp;lt;/b&amp;gt; If the first player places a worker on the 2nd position (probably because they do not wish to move further back) and that no other player places a worker on the first position, the turn order will not change. The player still replaces their worker.&lt;br /&gt;
&lt;br /&gt;
A worker, on a turn order action space, provides another benefit. Once the turn order has been reorganized, players who placed a worker on the turn order action spaces can each move their worker to a free action space. The player whose worker occupies the second position is first to move their worker. They take their worker from the turn order action space and moves it to a free action space of their choice (this can be one of their engineers). They then performs the corresponding action. Then, the player who placed his worker on the first space does the same, following the same rules.&lt;br /&gt;
----------------------------&lt;br /&gt;
&amp;lt;b&amp;gt;When moving your worker, you must observe the following:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You may only move your worker to an action that requires exactly 1 worker (i.e. you may not combine it with other workers, temporary workers, or rubles).&lt;br /&gt;
* If there are no better options, you can always use the bottom track extension action.&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
==End game scoring==&lt;br /&gt;
===Bonus Cards===&lt;br /&gt;
====City Keys====&lt;br /&gt;
Scoring is based on the keys visibly reached on the boards. A key covered up as possible in Asian Railroads or used and then discarded via factory 10b would not count.&lt;/div&gt;</summary>
		<author><name>Marquis de Fuzz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailroadink&amp;diff=8596</id>
		<title>Gamehelprailroadink</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailroadink&amp;diff=8596"/>
		<updated>2021-06-26T06:38:34Z</updated>

		<summary type="html">&lt;p&gt;Marquis de Fuzz: Clarification for loops in routes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player draws route networks.&lt;br /&gt;
The more Exits you connect to the same Network, the more points it will be worth. Bonus points can be earned for your Longest Railway, your Longest Highway, and by drawing on the Central Spaces of your Board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Game==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, the Route dice are rolled once.&lt;br /&gt;
&lt;br /&gt;
The results of the roll will determine which Routes all players must draw that round.&lt;br /&gt;
&lt;br /&gt;
After the roll, all players play simultaneously, drawing the Routes rolled on their own boards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 7th round (6th round with expansions).&lt;br /&gt;
&lt;br /&gt;
===Drawing routes===&lt;br /&gt;
&lt;br /&gt;
* Each Route you draw &#039;&#039;&#039;must be connected&#039;&#039;&#039; by at least one side to either one of the Exits or a preexisting Route.&lt;br /&gt;
* You must draw all 4 Routes (only once) shown on the dice each round, if possible.&lt;br /&gt;
* You can’t draw Routes in a way that directly connects Railways to Highways or vice versa (you need a Station to do that).&lt;br /&gt;
&lt;br /&gt;
You can freely rotate and/or reverse the pattern you see on the die.&lt;br /&gt;
&lt;br /&gt;
====Route dice faces====&lt;br /&gt;
3 dices have:&lt;br /&gt;
* Curved Railway&lt;br /&gt;
* T-junction Railway&lt;br /&gt;
* Straight Railway&lt;br /&gt;
* Curved Highway&lt;br /&gt;
* T-junction Highway&lt;br /&gt;
* Straight Highway&lt;br /&gt;
&lt;br /&gt;
1 dice have:&lt;br /&gt;
* 2 × Overpass (Straight Railway + Straight Highway, they are not connected)&lt;br /&gt;
* 2 × Straight Station (Railway and Highway are connected)&lt;br /&gt;
* 2 × Curved Station (Railway and Highway are connected)&lt;br /&gt;
&lt;br /&gt;
===Special Routes===&lt;br /&gt;
&lt;br /&gt;
* Each player can also use 6 Special Routes, displayed in the top part of the boards&lt;br /&gt;
* Each special route can be &#039;&#039;&#039;used only once&#039;&#039;&#039;.&lt;br /&gt;
* You may draw a Special Route &#039;&#039;&#039;1 per round&#039;&#039;&#039;, in addition to the Routes shown on the Route dice.&lt;br /&gt;
* You can only use &#039;&#039;&#039;up to 3&#039;&#039;&#039; Special Routes during the &#039;&#039;&#039;entire game&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===End of the round===&lt;br /&gt;
&lt;br /&gt;
The number of the round is added in each spaces where a route has been drawn.&lt;br /&gt;
&lt;br /&gt;
You can &#039;&#039;&#039;never erase&#039;&#039;&#039; the Routes you drew in a previous round.&lt;br /&gt;
&lt;br /&gt;
===Score===&lt;br /&gt;
====Networks====&lt;br /&gt;
For each networks, count the number of exits connected to it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Network Values&lt;br /&gt;
|-&lt;br /&gt;
|Number of Exits&lt;br /&gt;
|0&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;
|-&lt;br /&gt;
|Points&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|16&lt;br /&gt;
|20&lt;br /&gt;
|24&lt;br /&gt;
|28&lt;br /&gt;
|32&lt;br /&gt;
|36&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the main way to score points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Longest Highway====&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;longest unbroken streak&#039;&#039;&#039; of adjacent and connected Highway routes.&lt;br /&gt;
Stations do not interrupt your Highway. A single space may be counted twice provided different routes are used.&lt;br /&gt;
&lt;br /&gt;
You score &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space that makes up your longest route.&lt;br /&gt;
&lt;br /&gt;
====Longest Railway====&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;longest unbroken streak&#039;&#039;&#039; of adjacent and connected Railway routes.&lt;br /&gt;
Stations do not interrupt your Railway. A single space may be counted twice provided different routes are used.&lt;br /&gt;
&lt;br /&gt;
You score &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space that makes up your longest route.&lt;br /&gt;
&lt;br /&gt;
====Central spaces====&lt;br /&gt;
&lt;br /&gt;
You score &#039;&#039;&#039;1 point&#039;&#039;&#039; for each Central Space you drew anything on.&lt;br /&gt;
Central Spaces are the 9 spaces in the middle of your board.&lt;br /&gt;
&lt;br /&gt;
====Error====&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;lose 1 point&#039;&#039;&#039; for each error.&lt;br /&gt;
&lt;br /&gt;
Each end of a Route (Highway or Railway) which is not connected to another Route or the outer edge (Exit or simple edge) counts as an Error.&lt;br /&gt;
&lt;br /&gt;
Expansion may add additional points counted as Errors.&lt;br /&gt;
&lt;br /&gt;
====Expansion points====&lt;br /&gt;
&lt;br /&gt;
Watch the related expansion score.&lt;br /&gt;
In the base game, there are no score for this part.&lt;br /&gt;
&lt;br /&gt;
====Total====&lt;br /&gt;
&lt;br /&gt;
Add up all the points from &#039;&#039;Networks&#039;&#039;, &#039;&#039;Longest Highway&#039;&#039;, &#039;&#039;Longest Railway&#039;&#039;, &#039;&#039;Central spaces&#039;&#039;, and &#039;&#039;Expansion points&#039;&#039; (if any) subtract points from &#039;&#039;Error&#039;, and you get your final score.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
In case of a tie, the winner is the player with fewest errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Deep Blue Edition: River Dice ===&lt;br /&gt;
&lt;br /&gt;
Rivers are a third kind of Route but they can&#039;t be used to connect Exits. They can be connected to each other to create a River.&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== River dices face ====&lt;br /&gt;
2 River dices:&lt;br /&gt;
* 2 × Straight River&lt;br /&gt;
* 2 × Curves River&lt;br /&gt;
* Straight River with a bridge Highway&lt;br /&gt;
* Straight River with a bridge Railway&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
Each round:&lt;br /&gt;
* You may draw 0, 1, or 2 River dices.&lt;br /&gt;
* Rivers you draw &#039;&#039;&#039;don&#039;t have to&#039;&#039;&#039; be connected to preexisting Routes and/or Rivers.&lt;br /&gt;
* Rivers can&#039;t connect to other kinds of Routes nor Exits.&lt;br /&gt;
&lt;br /&gt;
==== River score ====&lt;br /&gt;
* Each end of a River which is &#039;&#039;&#039;not connected&#039;&#039;&#039; to another River or the outer edge counts as &#039;&#039;&#039;1 Error&#039;&#039;&#039;.&lt;br /&gt;
* For 1 of your Rivers, you gain &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space of the river and an additional &#039;&#039;&#039;3 points&#039;&#039;&#039; if &#039;&#039;&#039;both ends&#039;&#039;&#039; are connected to the outer edge.&lt;br /&gt;
&lt;br /&gt;
=== Deep Blue Edition: Lake Dice ===&lt;br /&gt;
&lt;br /&gt;
Lakes allows you to create bigger Networks by connecting your Routes to a lake.&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Lake dices face ====&lt;br /&gt;
2 Lake dices:&lt;br /&gt;
* Half water (diagonal separation)&lt;br /&gt;
* 3/4 water&lt;br /&gt;
* 1/4 water&lt;br /&gt;
* Half water (diagonal separation) + pier connected to Highway and Railway&lt;br /&gt;
* 1/4 water + pier connected to Highway&lt;br /&gt;
* 1/4 water + pier connected to Railway&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
Each round:&lt;br /&gt;
* You may draw 0, 1, or 2 Lake dices.&lt;br /&gt;
* Lake you draw &#039;&#039;&#039;don&#039;t have to&#039;&#039;&#039; be connected to preexisting Routes and/or Lake.&lt;br /&gt;
* If an empty space has &#039;&#039;&#039;3&#039;&#039;&#039; sides adjacent to open water, it must be &#039;&#039;&#039;filled with water&#039;&#039;&#039; immediately.&lt;br /&gt;
&lt;br /&gt;
==== Lake score ====&lt;br /&gt;
* Open water does not count as Error.&lt;br /&gt;
* Networks connected to the same lake (by Piers) are also &#039;&#039;&#039;connected to each other&#039;&#039;&#039;.&lt;br /&gt;
* You get &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space occupied by your &#039;&#039;&#039;smallest Lake&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Blazing Red Edition: Meteor Dice ===&lt;br /&gt;
&lt;br /&gt;
Meteors will wreak havoc and destruction, but they also bring precious minerals and ores to Earth.&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Meteor dices face ====&lt;br /&gt;
1 Meteor dice shows a distance:&lt;br /&gt;
* 2 × distance 1&lt;br /&gt;
* 2 × distance 2&lt;br /&gt;
* 2 × distance 3&lt;br /&gt;
&lt;br /&gt;
1 Meteor dice shows a direction:&lt;br /&gt;
* To the left&lt;br /&gt;
* To the right&lt;br /&gt;
* To the top&lt;br /&gt;
* To the bottom&lt;br /&gt;
* 2 × To the direction of your choice&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
Each round:&lt;br /&gt;
* At the beginning of the round draw a crater where the Meteor hits.&lt;br /&gt;
** At the beginning of the game the initial position is the central space, then the initial position is the last space where a Meteor hit.&lt;br /&gt;
** From the initial position, draw a crater in the direction shown by the dice and at a distance shown by the other dice.&lt;br /&gt;
** A Crater &#039;&#039;&#039;erases any previous Route&#039;&#039;&#039; in this space.&lt;br /&gt;
** If, while moving toward its next target, the Meteor &#039;&#039;&#039;reaches the edge&#039;&#039;&#039;, it bounces in the &#039;&#039;&#039;opposite direction&#039;&#039;&#039; to complete its movement.&lt;br /&gt;
** If the Meteor will hit a space that &#039;&#039;&#039;already contains a Crater&#039;&#039;&#039;, keeps moving in the same direction until it can hit a free space or it bounces.&lt;br /&gt;
* At the beginning of the round, you can &#039;&#039;&#039;mark an available Special Route to ignore&#039;&#039;&#039; the Meteor dice this round.&lt;br /&gt;
* You &#039;&#039;&#039;can erase a Crater&#039;&#039;&#039; to draw a new Route in its place.&lt;br /&gt;
&lt;br /&gt;
==== Meteor score ====&lt;br /&gt;
* You get &#039;&#039;&#039;2 points&#039;&#039;&#039; for each Route that has an &#039;&#039;&#039;open end connected&#039;&#039;&#039; to a Crater (these open ends don&#039;t count as Errors).&lt;br /&gt;
&lt;br /&gt;
=== Blazing Red Edition: Lava Dice ===&lt;br /&gt;
&lt;br /&gt;
Volcanoes start erupting, but the Route building must go on!&lt;br /&gt;
&lt;br /&gt;
The game lasts &#039;&#039;&#039;6 rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Lava dices face ====&lt;br /&gt;
2 Lava dices:&lt;br /&gt;
* 2 × half lava (diagonal separation)&lt;br /&gt;
* half lava (opposite sides)&lt;br /&gt;
* 3/4 lava&lt;br /&gt;
* 1/4 lava + Straight Highway&lt;br /&gt;
* 1/4 lava + Straight Railway&lt;br /&gt;
&lt;br /&gt;
==== Changing rules ====&lt;br /&gt;
* At the beginning of the game, draw a Volcano (with 4 lava sides) in the central Space.&lt;br /&gt;
Each round:&lt;br /&gt;
* You have to draw 1 or 2 Lava dices.&lt;br /&gt;
* Lava you draw &#039;&#039;&#039;must be connected&#039;&#039;&#039; to preexisting Lava.&lt;br /&gt;
* You can &#039;&#039;&#039;draw a new Volcano&#039;&#039;&#039; in any space not adjacent to preexisting Lava.&lt;br /&gt;
* If there are no free spaces adjacent to open Lava, you must either open &#039;&#039;&#039;a new volcano&#039;&#039;&#039; or &#039;&#039;&#039;erase a Route&#039;&#039;&#039; to make space for it.&lt;br /&gt;
&lt;br /&gt;
==== Lava score ====&lt;br /&gt;
* Open Lava side count as &#039;&#039;&#039;1 Error&#039;&#039;&#039;.&lt;br /&gt;
* You get &#039;&#039;&#039;5 points&#039;&#039;&#039; for each Lava lake &#039;&#039;&#039;without open sides&#039;&#039;&#039;.&lt;br /&gt;
* You get &#039;&#039;&#039;1 point&#039;&#039;&#039; for each space occupied by your &#039;&#039;&#039;largest Lava Lake&#039;&#039;&#039; (even if it is not closed).&lt;/div&gt;</summary>
		<author><name>Marquis de Fuzz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=8355</id>
		<title>Gamehelpwelcometonewlasvegas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometonewlasvegas&amp;diff=8355"/>
		<updated>2021-05-26T07:34:34Z</updated>

		<summary type="html">&lt;p&gt;Marquis de Fuzz: /* Effect side: correct typo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Turn=&lt;br /&gt;
&lt;br /&gt;
# Flip 3 Casino cards - At the beginning of each turn, the card from the top of each stack is flipped and placed next to it, effect side up, creating three combinations: Casino number / Effect. Flipped cards will be stacked in three discarded stacks.&lt;br /&gt;
# Pick a number / effect combination - The players turn is simultaneous: each player individually picks one the three combinations available and apply the results on their sheets. Several architects can therefore choose the same combination.&lt;br /&gt;
# Open a Casino (compulsory) - First, each architect must write the number of the combination he picked in the casino of one of their 4 streets on their city sheet. Numbers must always be written in an empty and constructed Casino, that is a casino without a crane or with a crossed off crane (see Construction effect page 8). They must be put in ascending order from left to right in each street independently.&lt;br /&gt;
# Perform the Effect (optional) - The player’s chosen combination allows them to perform an effect, if they wish, and if they have opened a casino with the Casino card. Important: an effect is always optional.&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
==Distribution of cards==&lt;br /&gt;
===Effect side:===&lt;br /&gt;
* 16 Inauguration cards&lt;br /&gt;
* 16 Construction cards&lt;br /&gt;
* 16 Limo cards&lt;br /&gt;
* 16 Show cards&lt;br /&gt;
* 17 Improvement cards&lt;br /&gt;
&lt;br /&gt;
===Casino number side:===&lt;br /&gt;
* 3x 1, 2, 14, 15&lt;br /&gt;
* 4x 3, 13&lt;br /&gt;
* 5x 4, 12&lt;br /&gt;
* 6x 5, 11&lt;br /&gt;
* 7x 6, 10&lt;br /&gt;
* 8x 7, 9&lt;br /&gt;
* 9x 8&lt;/div&gt;</summary>
		<author><name>Marquis de Fuzz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&amp;diff=7433</id>
		<title>Gamehelpresarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpresarcana&amp;diff=7433"/>
		<updated>2021-02-21T20:14:50Z</updated>

		<summary type="html">&lt;p&gt;Marquis de Fuzz: /* Phase 2: Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* The supply has 8 magic items and 5 essences (calm, elan, life, death, gold).&lt;br /&gt;
* Place 5 places of power.&lt;br /&gt;
* Shuffle the monuments and put 2 of them face up.&lt;br /&gt;
* Each player gets 1 of each type of essence, 2 mages and 8 artifacts. Examine the artifacts and select 1 mage.&lt;br /&gt;
* In counter-clockwise order, each play chooses 1 magic item, starting from the player to the right of the first player.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each game usually consists of 4-6 rounds. In each round, do the following:&lt;br /&gt;
&lt;br /&gt;
===Phase 1: Collect===&lt;br /&gt;
* Each player activates their collect abilities, which gives them new essence to use on their turn.&lt;br /&gt;
* If there is a number on the essence, take that number of essences; otherwise take 1.&lt;br /&gt;
* If there is a +, take all of them.&lt;br /&gt;
* If there is a /, choose 1 to take.&lt;br /&gt;
* If a pentagon is shown, choose any type of essence, subject to the restrictions.&lt;br /&gt;
* You may also take essences off some components (including places of power), but if you take any essence off a component, you must take all of them.&lt;br /&gt;
* After collecting, pay the collect costs (if any) and resolve any effects caused.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Actions===&lt;br /&gt;
* Starting with the first player, each player resolves an action until anyone has passed:&lt;br /&gt;
# Play an artifact: place an artifact from your hand onto the table, paying its cost.&lt;br /&gt;
# Claim a monument/place of power: place the card you claimed in front of you, paying its cost. You may claim the top monument on the deck.&lt;br /&gt;
# Discard an artifact: discard an artifact from your hand into your discard pile, where it will be recycled into your draw pile at the end of the round. Then, gain 1 gold or any other 2 essences.&lt;br /&gt;
# Activate a power: use a power on one of your straightened components or use a reaction.&lt;br /&gt;
# Pass: if you are the first to pass, take the starting player token. Then, swap your magic item for another in the supply and draw 1 card. You need to wait for the other players to finish before you can continue.&lt;br /&gt;
&lt;br /&gt;
* You must pay all of the required cost to use a power.&lt;br /&gt;
* If a card is turned, its powers (except reactions) cannot be used.&lt;br /&gt;
* Each use of a card&#039;s power is a separate action.&lt;br /&gt;
* If you have to place essences on a component, take them from the supply.&lt;br /&gt;
* Reactions are used on another player&#039;s turn, when its activating conditions happen. It can be used if the card is turned, unless turning the card is needed.&lt;br /&gt;
* Life loss is only inflicted on opponents that haven&#039;t passed. If an opponent cannot pay the loss, lose any other 2 essences instead. If an opponent has no essence, nothing happens.&lt;br /&gt;
* Discarding is from your hand into into your discard pile, where it will be put into your draw pile at the end of the round, while destroying is to discard from play. When destroying a card, put any essence on it back to the supply.&lt;br /&gt;
* If you have no cards in the deck when you need to draw a card, shuffle the discard pile to form a new deck.&lt;br /&gt;
* If there is an equal sign on the pentagon, you have to pay identical essences.&lt;br /&gt;
* If you need to choose any opponent, you can choose an opponent who has passed.&lt;br /&gt;
* If the effect produces a mix of essences, total the cost, modify by any modifiers, and take any mix of essences from the supply.&lt;br /&gt;
* Once a player passes, he cannot do any actions or be affected by life loss, but can still be affected by other rivals&#039; powers.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Victory===&lt;br /&gt;
* After all players have passed, check if anyone has 10 or more points.&lt;br /&gt;
* If at least 1 player has 10 or more points, the game ends and the player with the most points wins.&lt;br /&gt;
* If several players are tied, count the number of remaining essences with gold counted as double. The player with the most essences wins.&lt;br /&gt;
* If any players are still tied, they share the victory.&lt;br /&gt;
* If nobody has 10 or more points, straighten all components and begin the next round.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===First Game===&lt;br /&gt;
* Use the beginner sides of the places of power.&lt;br /&gt;
* Give each player a pre-setted 3-card hand, with 5 random artifacts in the deck and the matching mage.&lt;br /&gt;
&lt;br /&gt;
===Draft===&lt;br /&gt;
* Instead of drawing 8 artifacts, deal 4 artifacts to each player. &lt;br /&gt;
* Each player keeps 1 and pass the rest clockwise. Repeat 4 times. &lt;br /&gt;
* Each player draw 4 artifacts again and repeat the passing process 4 times.&lt;br /&gt;
* Choose 3 artifacts to be your starting hand and put the rest in a deck.&lt;/div&gt;</summary>
		<author><name>Marquis de Fuzz</name></author>
	</entry>
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