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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Michael+Mooney</id>
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	<updated>2026-10-10T17:02:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=14245</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=14245"/>
		<updated>2022-08-03T04:37:06Z</updated>

		<summary type="html">&lt;p&gt;Michael Mooney: /* Special Talent (if enabled) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;VERY IMPORTANT:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners &amp;lt;u&amp;gt;(3 in each corner)&amp;lt;/u&amp;gt;. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if they play more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase they will be able to choose if they play it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals their first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which they land. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
Issues (since it seems the Dev abandoned the game): &lt;br /&gt;
Emmett - Lock On:&lt;br /&gt;
-the ability description is wrong: you cannot place a lock on a room you occupy, the bga adaptation functions correctly.&lt;br /&gt;
-the bga adaptation is not allowing you to place a lock on an adjacent room while you are in the central room, which should be allowed under the rules.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
=== M.A.C. Cards (if enabled, Cooperation and Solo modes only) ===&lt;br /&gt;
The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance).&lt;br /&gt;
&lt;br /&gt;
M.A.C. cards have two levels of difficulty:&lt;br /&gt;
* Barrier cards - complex movement cards, Punishment cards, and various others.&lt;br /&gt;
* Madness cards (only in “Madness Level” Solo and Cooperative play) - more difficult and varied. &lt;br /&gt;
&lt;br /&gt;
Note: Players can look through the M.A.C. card discards at any point during the game.&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token they can use at any time during their turn, in addition to  their  actions.  They  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
To place a reminder token double click on the room during the look action. &lt;br /&gt;
&lt;br /&gt;
NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved.&lt;br /&gt;
This is important for rooms like flooded - where you have to move out of the room before the end of your next action.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to:&lt;br /&gt;
#Activate the Key Room (Cooperation Mode only)&lt;br /&gt;
#Find the Room 25 and made each prisoners reach it&lt;br /&gt;
#Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisoners are inside.&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;p&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown. &amp;lt;p&amp;gt;&lt;br /&gt;
In SOLO mode, all prisoners should escape; the game is lost even if one prisoner dies. &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal their identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, they keep their identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal their identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal their identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Michael Mooney</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=13291</id>
		<title>Gamehelpclansofcaledonia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=13291"/>
		<updated>2022-05-17T17:39:50Z</updated>

		<summary type="html">&lt;p&gt;Michael Mooney: /* Most settlements connected by shipping. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
Players play as one of nine clans of Caledonia, expanding over land and sea to establish production chains, fulfill contracts, and become the most successful clan of them all. Gameplay takes place over a setup phase followed by five rounds.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Setup.&#039;&#039;&#039; ==&lt;br /&gt;
After turn order has been randomly established, each player chooses a clan in reverse turn order. There is always one more clan available than the number of players in the game. Then, in turn order and then reverse turn order, each player puts down two workers (miners or woodcutters) on the map. These serve as starting points for expansion in future rounds; the two workers can be placed anywhere on the map, but subsequent placement in future rounds must be connected to previous units.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rounds.&#039;&#039;&#039; ==&lt;br /&gt;
In turn order, players either (i) place units on the board, (ii) take a contract from the contract board, (iii) buy or sell goods, (iv) buy merchants, shipping upgrades, or worker upgrades, or (v) pass. If a player has access to a port (located at the corners of the map), the player may use the port as a bonus action before the main turn. Multiple ports can be used in the same turn. Each port may only be used once.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Placing units.&#039;&#039; ====&lt;br /&gt;
The total cost of each unit is the sum of a fixed unit cost and a variable land cost from £1-6. Units on land must be adjacent to each other; units next to water may extend their placement range by a number of water tiles less than or equal to their number of shipping upgrades. The first shipping upgrade allows players to cross streams (water along the edge of tiles), the second allows players to cross up to one water tile, and so on. There are five possible shipping upgrades, each costing £4.&lt;br /&gt;
&lt;br /&gt;
* Woodcutter - costs £6 - produces £4 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
* Miner - costs £10 - produces £6 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
* Sheep - costs £8 - produces 1 Wool each round&lt;br /&gt;
&lt;br /&gt;
* Cow - costs £9 - produces 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
* Cheese - costs £8 - produces 1 Cheese from 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
* Grain - costs £18 - produces 2 Wheat each round&lt;br /&gt;
&lt;br /&gt;
* Bread - costs £8 - produces 1 Bread from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
* Whiskey - costs £10 - produces 1 whiskey from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The woodcutter and miner can be upgraded to produce an extra £2 each round (see &#039;Worker upgrades&#039;, below).&lt;br /&gt;
&lt;br /&gt;
Placing units that neighbor other players&#039; units over land (not crossing any streams or bodies of water) will trigger a neighborhood bonus, allowing the player to purchase up to three goods produced by neighboring units for a £2 (raw goods: wool, milk, grain) or £3 (processed goods: cheese, bread, whiskey) discount over the market price. This is a bonus action that takes place after the main turn. Each purchase requires one merchant. A neighborhood bonus may be triggered for multiple neighboring units in the same turn.&lt;br /&gt;
&lt;br /&gt;
Placing four production facilities of the same kind triggers a contract bonus, as depicted on the bottom of the player board. If the player&#039;s contract slot is empty, the player may choose from one of three random contracts drawn separately from those of the main contract board. The player must still pay the round cost for taking a contract.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Taking contracts.&#039;&#039; ====&lt;br /&gt;
Players may take contracts from the contract board for a certain cost depending on the round---the costs for each round are, respectively, -£5, £0, £5, £10, and £15. (Yes, you get £5 for taking a contract in the first round.) Players may have at most one unfulfilled contract at once.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Buying or selling goods.&#039;&#039; ====&lt;br /&gt;
Every good bought or sold requires the use of one merchant, which is then locked for the round. Players start out with two merchants, and can unlock up to five more for £4 each. Buying or selling goods respectively raises or lowers the position of the good marker on the market board by a number of steps equal to the number of goods bought or sold. This makes it more cost-effective to buy in bulk in one go. In a single round, a player cannot buy and sell the same good. The same rules apply to the neighborhood bonus (see above, &#039;Placing units that neighbor other players&#039; units&#039;).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Buying merchants, shipping upgrades, or worker upgrades.&#039;&#039; ====&lt;br /&gt;
The purpose of each upgrade has been detailed in the sections above. Merchants cost £4 and allow for more buying and selling from the market. Shipping upgrades extends the reach of tiles adjacent to water. Worker upgrades cost £10 and increase the profit from each worker by £2 per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Passing.&#039;&#039; ====&lt;br /&gt;
Once the player cannot or does not want to keep performing actions, the player can pass, stopping them from performing any more actions this round. The order in which players pass determine their turn order for next round; passing early also gives a slight monetary bonus for next round. In all cases, passing gives at least £10.&lt;br /&gt;
&lt;br /&gt;
After all players have passed, the production phase is triggered. Players decide what combinations of goods to produce with the units they have, end-of-round scoring takes place, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scoring.&#039;&#039;&#039; ==&lt;br /&gt;
The main contributor to points are, in descending order, contracts (hops, sugar cane, tobacco, cotton), glory (end-of-round scoring), longest settlement and most contracts achievements, and goods (raw, processed, and money).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contracts.&#039;&#039; ====&lt;br /&gt;
Each fulfilled contract gives up to three benefits---0-4 of an import (sugar cane, tobacco, and cotton; the rarest import is worth five points at the end of the game, the next rarest worth four, and the most common worth three), 0-9 hops (each worth one point), £3, £5, £10, or £15, an expansion bonus allowing you to expand once without paying the land cost, or 1-2 free upgrades (worker upgrades are reduced from £10 to £5 instead).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Glory.&#039;&#039; ====&lt;br /&gt;
Victory points are obtained for satisfying randomly drawn objectives after each round, as depicted on the top of the main board. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Most settlements connected by shipping.&#039;&#039; ====&lt;br /&gt;
A Settlement is defined as a cluster of neighboring units of one color (adjacent units, with no river in between). Single units that are not neighboring to any other unit of the same color are also considered Settlements. If not all of your Settlements are within Shipping reach of each other, the biggest group of Settlements within Shipping reach of each other counts in this scoring. The player with the most (then second-most and third-most) settlements connected by shipping gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Most contracts.&#039;&#039; ====&lt;br /&gt;
The player who has fulfilled the most (then second-most) contracts gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Goods.&#039;&#039; ====&lt;br /&gt;
Raw goods are worth one point each and processed goods two. £10 is worth one point.&lt;/div&gt;</summary>
		<author><name>Michael Mooney</name></author>
	</entry>
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