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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mogri</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mogri"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Mogri"/>
	<updated>2026-11-06T09:33:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=17543</id>
		<title>BGA Code Sharing</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=17543"/>
		<updated>2023-07-20T16:45:09Z</updated>

		<summary type="html">&lt;p&gt;Mogri: /* Community shared components, pens, etc */ Add d12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This page is for listing of externally hosted bga projects, tools and resources, as well as internal project&lt;br /&gt;
intended for sharing&lt;br /&gt;
&lt;br /&gt;
== Community shared components, pens, etc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Dice models and animation&lt;br /&gt;
|-&lt;br /&gt;
| Die: 4 sided &lt;br /&gt;
| https://codepen.io/mrkiffie/pen/doVZgW&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 4 sided &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/JjZNezr&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 6 sided &lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Code can be found in project&lt;br /&gt;
|-&lt;br /&gt;
| Die: 12 sided (dodecahedron) &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/xxLLxOP&amp;lt;nowiki/&amp;gt;https://codepen.io/hoursgoby/pen/GRwQzxo&lt;br /&gt;
| Code pen&lt;br /&gt;
|- &lt;br /&gt;
| Die: 20 sided &lt;br /&gt;
| https://codepen.io/vicentemundim/details/cenIh&lt;br /&gt;
| Code pen&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Moving object using CSS animation (mostly)&lt;br /&gt;
|-&lt;br /&gt;
| Phantom object move on oversurface &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/gORvdJo&lt;br /&gt;
| This technique creates clone of the object it moves it on another surface. It works well when parents that css transform applies such as scale and rotate&lt;br /&gt;
|-&lt;br /&gt;
| Move object directly using positioning &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/dyzgKVX&lt;br /&gt;
| This technique is modification of BGA framework method to allow mobile object not to have absolute position before or after the move (and uses css animation not dojo). Methods slideToObjectRelative, attachToNewObjectNoDestroy&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Responsive layout for game boards&lt;br /&gt;
|-&lt;br /&gt;
|Flex Layout&lt;br /&gt;
|https://codepen.io/VictoriaLa/pen/XWjJJgG&lt;br /&gt;
|Example on how to create flexible layout just by using css&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Algorithms&lt;br /&gt;
|-&lt;br /&gt;
|Hex grid&lt;br /&gt;
|tapestry,Tumbleweed,gaia project,Gold West&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shortest path on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
| Dijkstra&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on hex grid&lt;br /&gt;
|tapestry, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on square grid&lt;br /&gt;
|king domino, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetris pieces&lt;br /&gt;
|patchwork, ...&lt;br /&gt;
|Matrix manupations to rotate, flip and fit tetris pieces&lt;br /&gt;
|-&lt;br /&gt;
|Line of sights on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
|Find intersecting hexes on a line between two cells&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Alternative implementations of BGA modules&lt;br /&gt;
|-&lt;br /&gt;
|Scrollmap with zoom&lt;br /&gt;
|https://github.com/yansnow78/bga_scrollmap&lt;br /&gt;
|you can find it in cacao an implementation in cacao (currently only changed in studio) . &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; improvements compare to scrollmap:&lt;br /&gt;
- add zoom capabilities &lt;br /&gt;
&lt;br /&gt;
- add possibility to adjust pan delta to tile size when clicking on arrows&lt;br /&gt;
&lt;br /&gt;
- allow zoom with scroll wheel. only allow zoom with wheel if alt or ctrl or shift are pressed by default.  add possibility to select which key need to be pressed when zooming with wheel&lt;br /&gt;
&lt;br /&gt;
- allow pan/scroll and pinch zoom on smartphone. only allow 2 fingers to start scrolling by default, one finger is for page scrolling&lt;br /&gt;
&lt;br /&gt;
- make clickable area of buttons a bit bigger on smartphone&lt;br /&gt;
&lt;br /&gt;
- improve animation between game board and player bards thanks to an animation_div&lt;br /&gt;
&lt;br /&gt;
- add support to long click on buttons (continuous scroll or zoom or enlarge/reduce until button released)&lt;br /&gt;
|-&lt;br /&gt;
|Scrollmap Plus &lt;br /&gt;
|patchwork&lt;br /&gt;
|Implementation with some bugs fixed, improved drag support and ability to use only one direction (i.e. only horizontal like carousel). Found in modules/extscrollmap.js&lt;br /&gt;
|-&lt;br /&gt;
|Zoom&lt;br /&gt;
|[https://github.com/thoun/bga-zoom/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-zoom/demo/index.html Demo] (visible on Knarr, Azul, Abyss, ...)&lt;br /&gt;
|Allow the user to zoom on the game board. Include the controls to zoom, and handle the scale applied to the HTML element.&lt;br /&gt;
|-&lt;br /&gt;
|Cards&lt;br /&gt;
|[https://github.com/thoun/bga-cards/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-cards/demo/index.html Demo] (visible on Knarr, King of Tokyo, Abyss, ...)&lt;br /&gt;
|Alternative to BGA Stock component, using CSS transitions instead of dojo animations.&lt;br /&gt;
|-&lt;br /&gt;
|Jump to&lt;br /&gt;
|[https://github.com/thoun/bga-jump-to/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-jump-to/demo/index.html Demo] (visible on Knarr, Elawa)&lt;br /&gt;
|Add floating controls to quickly jump to a player&#039;s table&lt;br /&gt;
|-&lt;br /&gt;
|Help&lt;br /&gt;
|[https://github.com/thoun/bga-help/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-help/demo/index.html Demo] (visible on Knarr)&lt;br /&gt;
|Add floating help buttons at the bottom left corner of the screen&lt;br /&gt;
|-&lt;br /&gt;
|Dice&lt;br /&gt;
|[https://github.com/thoun/bga-dice/ Repo]&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;[https://thoun.github.io/bga-dice/demo/index.html Demo] (not used yet)&lt;br /&gt;
|Handle dice display and animation &#039;&#039;&#039;WORK IN PROGRESS&#039;&#039;&#039; Only d6 is started&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
Add the game name, a link to repository and nickname of the developer on bga (same as used for dev forum), and short description. See [[Tools_and_tips_of_BGA_Studio#Version_Control]] for some suggestions on how and where to publish your code externally. Also see the [https://github.com/topics/boardgamearena boardgamearena] topic on github.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notice about artwork on BGA Open Source projects: original hi-resolution images from publishers must not be published on the repositories. In addition, it is better to specify that the images derivated from publishers artwork are copyrighted and cannot be licensed under a free license like Creative Commons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NON-GAME PROJECTS&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Examples of various game components and PHP stubs of framework code to make IDE happy&lt;br /&gt;
|-&lt;br /&gt;
| Vanilla Typescipt template (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-dojoless&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Project template for typescript and using minimal dojo, good for vscode - type checking, auto-complete, navigation&lt;br /&gt;
|-&lt;br /&gt;
| BoardGameArena Workbench (not a game)&lt;br /&gt;
| https://github.com/danielholmes/bga-workbench&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
|BGA-boilerplate&lt;br /&gt;
|https://github.com/bga-devs/tisaac-boilerplate/&lt;br /&gt;
|Tisaac (and Vincentt ?)&lt;br /&gt;
|Main boilerplate with extended &amp;quot;basic&amp;quot; function and code structure&lt;br /&gt;
|-&lt;br /&gt;
! GAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| 99 (Trick-taking Card Game)&lt;br /&gt;
| https://github.com/ekelly/bga-ninetynine&lt;br /&gt;
| QuasarDukeDev&lt;br /&gt;
|-&lt;br /&gt;
| Abandon All Artichokes&lt;br /&gt;
| https://github.com/0-wiz-0/bga-abandonallartichokes&lt;br /&gt;
| __wiz__, rojomojo&lt;br /&gt;
|-&lt;br /&gt;
| Assyria &lt;br /&gt;
| https://github.com/sebastien-prudhomme/bga-assyria&lt;br /&gt;
| daikinee &lt;br /&gt;
|-&lt;br /&gt;
| Aura&lt;br /&gt;
| https://github.com/micahstairs/bga-aura&lt;br /&gt;
| Micah Stairs (micahstairs)&lt;br /&gt;
|-&lt;br /&gt;
| Bandido &lt;br /&gt;
| https://github.com/opheliehb/BandidoBGA&lt;br /&gt;
| ophelopede &amp;amp; Harkle &lt;br /&gt;
|-&lt;br /&gt;
| The Battle for Hill 218&lt;br /&gt;
| https://github.com/danielholmes/battle-for-hill-218&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
| Bonbons&lt;br /&gt;
| https://github.com/AntonioSoler/bga-bonbons&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
|Big Monster&lt;br /&gt;
|https://github.com/nmatton/bigmonster&lt;br /&gt;
|nicotacotac&lt;br /&gt;
|-&lt;br /&gt;
| Canosa&lt;br /&gt;
| https://github.com/HalibutGitWiz/Canosa&lt;br /&gt;
| junibegood&lt;br /&gt;
|-&lt;br /&gt;
| Coinche&lt;br /&gt;
| https://github.com/drasill/bga-coinche&lt;br /&gt;
| Draasill&lt;br /&gt;
|-&lt;br /&gt;
|Copenhagen&lt;br /&gt;
|https://github.com/JoeProgram/bga-copenhagen&lt;br /&gt;
|JoeProgram&lt;br /&gt;
|-&lt;br /&gt;
| Coup: City State&lt;br /&gt;
| https://github.com/quietmint/bga-coupcitystate&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Dice Summoners&lt;br /&gt;
| https://github.com/eoincos/bga-dicesummoners&lt;br /&gt;
| eoincos&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon Roll&lt;br /&gt;
| https://github.com/MartinGoulet/bga-dungeonroll&lt;br /&gt;
| MGoulet&lt;br /&gt;
|-&lt;br /&gt;
| Egyptian Ratscrew&lt;br /&gt;
| https://github.com/0BuRner/bga-egyptianratscrew&lt;br /&gt;
| 0BuRner&lt;br /&gt;
|-&lt;br /&gt;
| Eruption&lt;br /&gt;
| https://github.com/AndyKerrison/bga-eruption&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| A Fistful Of Gold&lt;br /&gt;
| https://bitbucket.org/Joel_L/fistfulofgold&lt;br /&gt;
| Brainchild&lt;br /&gt;
|-&lt;br /&gt;
| Florenza: The Card Game&lt;br /&gt;
| https://github.com/alberto-bottarini/bga-florenza&lt;br /&gt;
| tarini &lt;br /&gt;
|-&lt;br /&gt;
| For-Ex&lt;br /&gt;
| https://github.com/Fnordistan/forex&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Get the MacGuffin&lt;br /&gt;
| https://github.com/mizutismask/bga-get-the-MacGuffin&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| Hardback&lt;br /&gt;
| https://github.com/quietmint/bga-hardback&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Hearts &#039;&#039;&#039;(Tutorial)&#039;&#039;&#039;&lt;br /&gt;
| https://github.com/elaskavaia/bga-heartsla&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Homesteaders&lt;br /&gt;
| https://github.com/npatron/bga-homesteaders&lt;br /&gt;
| TheBoot&lt;br /&gt;
|-&lt;br /&gt;
| Incan Gold&lt;br /&gt;
| https://github.com/AntonioSoler/bga-incangold&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| In the Year of the Dragon (10th Anniversary Edition)&lt;br /&gt;
| https://github.com/Fnordistan/ityotd&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Just Desserts&lt;br /&gt;
| https://github.com/mizutismask/bga-just-desserts&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| The King&#039;s Guild&lt;br /&gt;
| https://github.com/AdamNovotny/BGG-KingsGuild&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| The Lady and the Tiger (Doors)&lt;br /&gt;
| https://github.com/Fnordistan/ladyandthetiger&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Mapmaker: The Gerrymandering Game&lt;br /&gt;
| https://github.com/gzhang01/bga-mapmaker&lt;br /&gt;
| gkz&lt;br /&gt;
|-&lt;br /&gt;
| Marco Polo&lt;br /&gt;
| https://github.com/rcitaliano/MarcoPolo&lt;br /&gt;
| rcitaliano&lt;br /&gt;
|-&lt;br /&gt;
| Nile&lt;br /&gt;
| https://github.com/AndyKerrison/bga-nile&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| Noir: Killer vs Inspector&lt;br /&gt;
| https://bitbucket.org/chhuang76/bga_noirkvi&lt;br /&gt;
| ch huang&lt;br /&gt;
|-&lt;br /&gt;
| Penny Press&lt;br /&gt;
| https://github.com/AdamNovotny/bga-blooms&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| Perikles&lt;br /&gt;
| https://github.com/Fnordistan/perikles&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| P.I.&lt;br /&gt;
| https://gitlab.com/fa81/bga-pi, https://github.com/hellp/bga-pi (mirror)&lt;br /&gt;
| Fabian Neumann (fa81)&lt;br /&gt;
|-&lt;br /&gt;
| President&lt;br /&gt;
| https://github.com/quaresma95/president&lt;br /&gt;
| quaresma95&lt;br /&gt;
|-&lt;br /&gt;
| Santorini&lt;br /&gt;
| https://github.com/AntonioSoler/bga-santorini&lt;br /&gt;
| Morgalad, quietmint, Tisaac&lt;br /&gt;
|-&lt;br /&gt;
| Tablut&lt;br /&gt;
| https://github.com/Lucas-C/tablut&lt;br /&gt;
| Lucas-C &amp;amp; ntaffore&lt;br /&gt;
|-&lt;br /&gt;
| Takara Island&lt;br /&gt;
| https://github.com/AntonioSoler/bga-takaraisland&lt;br /&gt;
| Morgalad&lt;br /&gt;
|-&lt;br /&gt;
| Taluva&lt;br /&gt;
| https://github.com/quietmint/bga-taluva&lt;br /&gt;
| Morgalad &amp;amp; quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Teotihuacan: City of Gods&lt;br /&gt;
| https://github.com/Trompetenhut/bga-teotihuacan&lt;br /&gt;
| Trompetenhut&lt;br /&gt;
|-&lt;br /&gt;
| Texas 42 (domino game, still under development)&lt;br /&gt;
| https://github.com/ishermandom/bga-42&lt;br /&gt;
| Stardust Spikes, Jason Turner-Maier, Ilya Sherman&lt;br /&gt;
|-&lt;br /&gt;
| Tic Tac Match&lt;br /&gt;
| https://github.com/leocaseiro/bga-tictacmatch&lt;br /&gt;
| Leo Caseiro&lt;br /&gt;
|-&lt;br /&gt;
| Trick of the Rails&lt;br /&gt;
| https://github.com/Fnordistan/trickoftherails&lt;br /&gt;
| AmadanNaBriona&lt;br /&gt;
|-&lt;br /&gt;
| Uptown&lt;br /&gt;
| https://github.com/elliotkendall/bga-uptown&lt;br /&gt;
| SpottedShroom&lt;br /&gt;
|-&lt;br /&gt;
| Via Magica&lt;br /&gt;
| https://github.com/christopherburke/bga_viamagica&lt;br /&gt;
| CuriousTerran&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects on studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any developer can add themselves to a project as read-only from https://studio.boardgamearena.com/#!projects page (almost any project).&lt;br /&gt;
&lt;br /&gt;
If it is not visible: a) it has no bgg id b) it is already published (use radio button to switch) c) it is an old game not developed on studio.&lt;br /&gt;
&lt;br /&gt;
== Other useful resources ==&lt;br /&gt;
&lt;br /&gt;
Moved to [[Tools_and_tips_of_BGA_Studio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13605</id>
		<title>Gamehelpspacestationphoenix</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13605"/>
		<updated>2022-06-15T16:51:28Z</updated>

		<summary type="html">&lt;p&gt;Mogri: /* Game end scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
&lt;br /&gt;
The players will take turns during the game, going clockwise, until one of the game end conditions is met (see “Game End,” page 19).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TURN OPTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, they must do one of the following two things:&lt;br /&gt;
A. Use a Ship action.&lt;br /&gt;
B. Take the Income action.&lt;br /&gt;
&lt;br /&gt;
==Use a Ship action==&lt;br /&gt;
&lt;br /&gt;
General Rules:&lt;br /&gt;
* A player can only use a ship action if they can complete at least one part of its action.&lt;br /&gt;
* A player can use any unused ship on the table: their own, another player’s, or a neutral ship. An unused ship has no [GEM] on it.&lt;br /&gt;
&lt;br /&gt;
After the active player takes an action using a ship depicted on the Diplomacy board, any player who has advanced on the corresponding track on the Diplomacy board gains a bonus. This bonus is collected after that entire action has been completed.&lt;br /&gt;
&lt;br /&gt;
===Dismantle Ship/Action===&lt;br /&gt;
[SHIP1]&lt;br /&gt;
&lt;br /&gt;
When a player uses a Dismantle ship to perform a dismantle action, they must select an unused ship (i.e., one with no [GEM] on it) from&lt;br /&gt;
their own fleet to dismantle. They permanently remove this ship from the game, returning it to the box. In exchange, they receive [METAL]&lt;br /&gt;
from the supply equal to the number shown on the ship (plus any bonuses that may apply).&lt;br /&gt;
&lt;br /&gt;
The Dismantle ship cannot dismantle itself: it is not an unused ship! If a player wants to dismantle a Dismantle ship, they can use&lt;br /&gt;
another Dismantle ship to do so.&lt;br /&gt;
&lt;br /&gt;
Level-2 and Level-3 Dismantle ships may provide additional metal when used to perform this action.&lt;br /&gt;
&lt;br /&gt;
===Construction Ship/Action===&lt;br /&gt;
[SHIP2] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Construction ship to perform a construction action, they pay [METAL] to the supply to select a Sector from&lt;br /&gt;
the supply and add it to their space station. They must use the amount of [METAL] indicated in the upper-right corner of the Sector.&lt;br /&gt;
Once they pay the required to the supply, they take the Sector from the supply and add it to a wing of their station.&lt;br /&gt;
Level-2 and Level-3 Construction ships allow players to build Sectors for 1 or 2 [METAL] less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Terran Expedition Ship/Action===&lt;br /&gt;
[SHIP3] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Terran Expedition ship to perform an expedition action, they collect&lt;br /&gt;
resources and/or Humans from Earth, as determined by rolling dice. To do this, they roll a&lt;br /&gt;
number of dice equal to the expedition duration indicated on the ship, then select&lt;br /&gt;
dice—up to the ship’s capacity from those rolled and collect the results.&lt;br /&gt;
&lt;br /&gt;
Every Terran Expedition die is identical and has the following faces:&lt;br /&gt;
2 [FOOD], 2 [WATER], 1 [METAL], 1 Human ([HUMANOID5]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPEDITION DIE ROLL RULES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The active player rolls the number of dice indicated by the duration icon on the Terran Expedition ship being used to perform the&lt;br /&gt;
action. The player chooses which dice to collect, up to the number indicated by the ship’s capacity.&lt;br /&gt;
* The active player may collect the items in any order, which can allow them to use rolled resources to pay to gain Human allies (see below).&lt;br /&gt;
* Each die the active player chooses takes up 1 capacity ( ), no matter whether it is a resource or a Human.&lt;br /&gt;
* Each rolled resource collected comes from the supply.&lt;br /&gt;
* For each die depicting a Human selected, there are two options, but either option takes capacity:&lt;br /&gt;
:Observe Humanity: The player gains 1 point ([VP]).&lt;br /&gt;
::&#039;&#039;Why does observing take up space? Just look at all the scientific equipment (and souvenirs!).&#039;&#039;&lt;br /&gt;
:Gain a Human Ally: The player pays 1 [FOOD], 1 [WATER], and 1 [METAL] to the supply, then takes a Human and places it in the leftmost empty living quarters in any Sector of any wing of their station.&lt;br /&gt;
The player can only gain a Human if they have living quarters available!&lt;br /&gt;
::&#039;&#039;&#039;Dice used to gain a Human ally (or to observe humanity) still take up capacity.&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;Food and water, I understand, but why metal? For the environmental suit, of course!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Transport Ship/Action===&lt;br /&gt;
[SHIP4] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Transport ship to perform a transport action, they may make any&lt;br /&gt;
number of transactions less than or equal to the number shown on that Transport ship.&lt;br /&gt;
However, they must make at least one in order to use the ship at all. The active player may&lt;br /&gt;
perform transactions &#039;&#039;&#039;in any order they choose&#039;&#039;&#039;, which can allow them to trade for or buy&lt;br /&gt;
resources that they might use to gain Aliens. &#039;&#039;&#039;Players may choose the same transaction&lt;br /&gt;
multiple times.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Farm and Ice Collector Ship/Action===&lt;br /&gt;
[SHIP6] [SHIP7] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Farm or Ice Collector ship, they take resources from the supply as depicted on the the ship.&lt;br /&gt;
&lt;br /&gt;
===Diplomacy Ship/Action===&lt;br /&gt;
[SHIP5] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Diplomacy ship to perform a diplomacy action, they select a Diplomacy track on the Diplomacy board, &#039;&#039;&#039;pay the&lt;br /&gt;
lobbying cost&#039;&#039;&#039; in [GEM] shown on the step above the current level of their token on that track, and advance their token 1 space to that&lt;br /&gt;
new level. Once a token reaches the top space, it cannot advance further. Multiple players’ tokens can be on the same space.&lt;br /&gt;
This action does not grant any immediate benefit. It improves the player’s options when the selected type of ship is used in the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Level-3 Diplomacy ships let players do the above action on &#039;&#039;&#039;2 different&#039;&#039;&#039; Diplomacy tracks at once; however, they must pay the&lt;br /&gt;
lobbying cost for both advancements. Players are allowed to use a Level-3 Diplomacy ship to advance only one space on just one track.&lt;br /&gt;
&lt;br /&gt;
==Take Income==&lt;br /&gt;
&lt;br /&gt;
Instead of taking an action using a ship, a player can take the income action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A player can only take income if at least one of the following is true:&#039;&#039;&#039;&lt;br /&gt;
* The player has &#039;&#039;&#039;7 or fewer [GEM] remaining&#039;&#039;&#039;.&lt;br /&gt;
* At least &#039;&#039;&#039;1 of the player’s ships is used&#039;&#039;&#039; (i.e., has [GEM] on it).&lt;br /&gt;
:Note: If the player has dismantled all of their ships, this will never be true again; they will need to rely on the other requirements.&lt;br /&gt;
* There are &#039;&#039;&#039;no ship actions&#039;&#039;&#039; the player can take, neither with the player’s own ships, other players’ ships, nor neutral ships. This can only happen if everyone has dismantled most of their ships, and even then, it is extremely rare.&lt;br /&gt;
&lt;br /&gt;
There are three steps to the Income action:&lt;br /&gt;
#The player retrieves their Action marker and resets any of their ships that were used since they last took income:&lt;br /&gt;
#:a. The player returns their &#039;&#039;&#039;Action marker&#039;&#039;&#039; to their Player board.&lt;br /&gt;
#:b. If the player’s &#039;&#039;&#039;Neutral Ship token&#039;&#039;&#039; is on a neutral ship, they return the token to their Player board. Return the [GEM] to the supply.&lt;br /&gt;
#:c. If there are on [GEM] any of their own ships, they return all [GEM] to the supply.&lt;br /&gt;
#The player uses their space station:&lt;br /&gt;
#:a. The player &#039;&#039;&#039;takes income&#039;&#039;&#039; from the supply according to their &#039;&#039;&#039;Station Hub&#039;&#039;&#039; (most Hubs generate [GEM1] per ship) and all of their &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; with an orange background. The player may take this income in any order.&lt;br /&gt;
#:b. The player may use &#039;&#039;&#039;special income powers&#039;&#039;&#039; of &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; or their &#039;&#039;&#039;Station Hub&#039;&#039;&#039;.&lt;br /&gt;
#::&#039;&#039;&#039;Important:&#039;&#039;&#039; Any living quarters where residents were placed on this turn are not eligible for special powers or bonuses. These only take effect on future turns.&lt;br /&gt;
#&#039;&#039;&#039;Relocate residents&#039;&#039;&#039; (optional): For each resident the player wishes to relocate, the player must &#039;&#039;&#039;pay 1 [GEM]&#039;&#039;&#039; and must respect the “Placement Rules for Residents.” If moving a resident leaves one or more empty living&lt;br /&gt;
quarters to the left of occupied ones in the same Sector, shift the remaining residents to the left to close the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Check for game end==&lt;br /&gt;
&lt;br /&gt;
At the end of the player’s turn, they must check to see if at least one of these conditions is true:&lt;br /&gt;
* The active player has 40 or more points on the score track.&lt;br /&gt;
* The active player has built all nine Sectors of their space station&lt;br /&gt;
:(It does not matter whether the living quarters are occupied or not.)&lt;br /&gt;
* There are 4 or fewer total Aliens remaining in the supply. Humans do not count for this condition.&lt;br /&gt;
&lt;br /&gt;
If the player has triggered the end of the game, then &#039;&#039;&#039;everyone else&#039;&#039;&#039; gets one more turn (but &#039;&#039;&#039;that player&#039;&#039;&#039; does not).&lt;br /&gt;
&lt;br /&gt;
If none of these endgame conditions have been met, the game then continues with the next player clockwise around the table.&lt;br /&gt;
&lt;br /&gt;
===Game end scoring===&lt;br /&gt;
# Sectors built:&lt;br /&gt;
#* Each Level-1 Sector scores 4 points.&lt;br /&gt;
#* Each Level-2 Sector scores 6 points.&lt;br /&gt;
#* Each Level-3 Sector scores 10 points.&lt;br /&gt;
#:(The Sectors’ living quarters do not need to be occupied.)&lt;br /&gt;
#Each resident (Alien or Human) on the space station scores 2 points.&lt;br /&gt;
#For each of the five species of resident (teal Aliens, pink Aliens, brown Aliens, gold Aliens, Humans), a player scores 10 points if they have a plurality (more than anyone else); 5 points for second place. If there is a tie for first, the tied players add the rewards for first and second and divide the 15 points among them (round down); nobody else gets any. If there is a tie for second, the tied players must divide the 5 points among them (round down). Players cannot score for first or second place if they have no residents of a given species.&lt;br /&gt;
#Each player scores each endgame bonus on their Station Hub and each occupied endgame bonus in their Level-3 Sectors.&lt;br /&gt;
#Each player scores 1 point for every 20 GEMs the player still has (round down).&lt;br /&gt;
#:Each player also scores 1 point for every 5 resources (food, water, and metal) the player still has, regardless of their types (round down).&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, check the following tiebreakers:&lt;br /&gt;
* The tied player with the most Aliens wins.&lt;br /&gt;
* If it is still a tie, the tied player with the most Humans wins.&lt;br /&gt;
* If it is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:SwHawk/Create_Modular_Code&amp;diff=13585</id>
		<title>User talk:SwHawk/Create Modular Code</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:SwHawk/Create_Modular_Code&amp;diff=13585"/>
		<updated>2022-06-14T16:09:16Z</updated>

		<summary type="html">&lt;p&gt;Mogri: /* A non-dojo JS approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==User names==&lt;br /&gt;
&amp;quot;Tisaac Human Expert&amp;quot; -&amp;gt; Tisaac&lt;br /&gt;
&lt;br /&gt;
&amp;quot;VictoriaLia&amp;quot; -&amp;gt; VictoriaLa&lt;br /&gt;
&lt;br /&gt;
==A non-dojo JS approach==&lt;br /&gt;
&lt;br /&gt;
Dojo is old and kinda bad. This approach lets you avoid Dojo and &amp;lt;tt&amp;gt;this&amp;lt;/tt&amp;gt; and allows more modern JS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[X.js]&lt;br /&gt;
window.X = {}; // X = your game, or you can use something more generic&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
setup: function (gameData) { // this cannot be an arrow function due to dojo&lt;br /&gt;
   X = Object.assign(this, X);&lt;br /&gt;
   // the rest of your setup goes here&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[modules/whatever.js]&lt;br /&gt;
X = Object.assign(X, {&lt;br /&gt;
  MY_CONSTANT: 1,&lt;br /&gt;
&lt;br /&gt;
  myFunction: (arg1, arg2) =&amp;gt; {&lt;br /&gt;
    X.someFunction(X.MY_CONSTANT);&lt;br /&gt;
    return arg1 + arg2;&lt;br /&gt;
  },&lt;br /&gt;
&lt;br /&gt;
  someFunction: (x) =&amp;gt; _(&#039;The answer is: &#039;) + x,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes on this approach:&lt;br /&gt;
*Aside from setup and any framework-override functions, you should be using arrow functions&lt;br /&gt;
*Always use X instead of this&lt;br /&gt;
*As usual, you can use any number of modules this way&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:SwHawk/Create_Modular_Code&amp;diff=13584</id>
		<title>User talk:SwHawk/Create Modular Code</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:SwHawk/Create_Modular_Code&amp;diff=13584"/>
		<updated>2022-06-14T16:09:03Z</updated>

		<summary type="html">&lt;p&gt;Mogri: /* User names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==User names==&lt;br /&gt;
&amp;quot;Tisaac Human Expert&amp;quot; -&amp;gt; Tisaac&lt;br /&gt;
&lt;br /&gt;
&amp;quot;VictoriaLia&amp;quot; -&amp;gt; VictoriaLa&lt;br /&gt;
&lt;br /&gt;
==A non-dojo JS approach==&lt;br /&gt;
&lt;br /&gt;
Dojo is old and kinda bad. This approach lets you avoid Dojo and &amp;lt;tt&amp;gt;this&amp;lt;/tt&amp;gt; and allows more modern JS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[X.js]&lt;br /&gt;
window.X = {}; // X = your game, or you can use something more generic&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
setup: function (gameData) { // this cannot be an arrow function due to dojo&lt;br /&gt;
   X = Object.assign(this, X);&lt;br /&gt;
   // the rest of your setup goes here&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[modules/whatever.js]&lt;br /&gt;
X = Object.assign(X, {&lt;br /&gt;
  MY_CONSTANT: 1,&lt;br /&gt;
&lt;br /&gt;
  myFunction: (arg1, arg2) =&amp;gt; {&lt;br /&gt;
    X.someFunction(X.MY_CONSTANT);&lt;br /&gt;
    return arg1 + arg2;&lt;br /&gt;
  },&lt;br /&gt;
&lt;br /&gt;
  someFunction: (x) =&amp;gt; _(&#039;The answer is: &#039;) + x,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes on this approach:&lt;br /&gt;
- Aside from setup and any framework-override functions, you should be using arrow functions&lt;br /&gt;
- Always use X instead of this&lt;br /&gt;
- As usual, you can use any number of modules this way&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:SwHawk/Create_Modular_Code&amp;diff=13583</id>
		<title>User talk:SwHawk/Create Modular Code</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:SwHawk/Create_Modular_Code&amp;diff=13583"/>
		<updated>2022-06-14T16:08:43Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Created page with &amp;quot;==User names== &amp;quot;Tisaac Human Expert&amp;quot; -&amp;gt; Tisaac &amp;quot;VictoriaLia&amp;quot; -&amp;gt; VictoriaLa  ==A non-dojo JS approach==  Dojo is old and kinda bad. This approach lets you avoid Dojo and &amp;lt;tt&amp;gt;th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==User names==&lt;br /&gt;
&amp;quot;Tisaac Human Expert&amp;quot; -&amp;gt; Tisaac&lt;br /&gt;
&amp;quot;VictoriaLia&amp;quot; -&amp;gt; VictoriaLa&lt;br /&gt;
&lt;br /&gt;
==A non-dojo JS approach==&lt;br /&gt;
&lt;br /&gt;
Dojo is old and kinda bad. This approach lets you avoid Dojo and &amp;lt;tt&amp;gt;this&amp;lt;/tt&amp;gt; and allows more modern JS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[X.js]&lt;br /&gt;
window.X = {}; // X = your game, or you can use something more generic&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
setup: function (gameData) { // this cannot be an arrow function due to dojo&lt;br /&gt;
   X = Object.assign(this, X);&lt;br /&gt;
   // the rest of your setup goes here&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[modules/whatever.js]&lt;br /&gt;
X = Object.assign(X, {&lt;br /&gt;
  MY_CONSTANT: 1,&lt;br /&gt;
&lt;br /&gt;
  myFunction: (arg1, arg2) =&amp;gt; {&lt;br /&gt;
    X.someFunction(X.MY_CONSTANT);&lt;br /&gt;
    return arg1 + arg2;&lt;br /&gt;
  },&lt;br /&gt;
&lt;br /&gt;
  someFunction: (x) =&amp;gt; _(&#039;The answer is: &#039;) + x,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes on this approach:&lt;br /&gt;
- Aside from setup and any framework-override functions, you should be using arrow functions&lt;br /&gt;
- Always use X instead of this&lt;br /&gt;
- As usual, you can use any number of modules this way&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13475</id>
		<title>Gamehelpspacestationphoenix</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13475"/>
		<updated>2022-06-06T18:59:37Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
&lt;br /&gt;
The players will take turns during the game, going clockwise, until one of the game end conditions is met (see “Game End,” page 19).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TURN OPTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, they must do one of the following two things:&lt;br /&gt;
A. Use a Ship action.&lt;br /&gt;
B. Take the Income action.&lt;br /&gt;
&lt;br /&gt;
==Use a Ship action==&lt;br /&gt;
&lt;br /&gt;
General Rules:&lt;br /&gt;
* A player can only use a ship action if they can complete at least one part of its action.&lt;br /&gt;
* A player can use any unused ship on the table: their own, another player’s, or a neutral ship. An unused ship has no [GEM] on it.&lt;br /&gt;
&lt;br /&gt;
After the active player takes an action using a ship depicted on the Diplomacy board, any player who has advanced on the corresponding track on the Diplomacy board gains a bonus. This bonus is collected after that entire action has been completed.&lt;br /&gt;
&lt;br /&gt;
===Dismantle Ship/Action===&lt;br /&gt;
[SHIP1]&lt;br /&gt;
&lt;br /&gt;
When a player uses a Dismantle ship to perform a dismantle action, they must select an unused ship (i.e., one with no [GEM] on it) from&lt;br /&gt;
their own fleet to dismantle. They permanently remove this ship from the game, returning it to the box. In exchange, they receive [METAL]&lt;br /&gt;
from the supply equal to the number shown on the ship (plus any bonuses that may apply).&lt;br /&gt;
&lt;br /&gt;
The Dismantle ship cannot dismantle itself: it is not an unused ship! If a player wants to dismantle a Dismantle ship, they can use&lt;br /&gt;
another Dismantle ship to do so.&lt;br /&gt;
&lt;br /&gt;
Level-2 and Level-3 Dismantle ships may provide additional metal when used to perform this action.&lt;br /&gt;
&lt;br /&gt;
===Construction Ship/Action===&lt;br /&gt;
[SHIP2] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Construction ship to perform a construction action, they pay [METAL] to the supply to select a Sector from&lt;br /&gt;
the supply and add it to their space station. They must use the amount of [METAL] indicated in the upper-right corner of the Sector.&lt;br /&gt;
Once they pay the required to the supply, they take the Sector from the supply and add it to a wing of their station.&lt;br /&gt;
Level-2 and Level-3 Construction ships allow players to build Sectors for 1 or 2 [METAL] less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Terran Expedition Ship/Action===&lt;br /&gt;
[SHIP3] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Terran Expedition ship to perform an expedition action, they collect&lt;br /&gt;
resources and/or Humans from Earth, as determined by rolling dice. To do this, they roll a&lt;br /&gt;
number of dice equal to the expedition duration indicated on the ship, then select&lt;br /&gt;
dice—up to the ship’s capacity from those rolled and collect the results.&lt;br /&gt;
&lt;br /&gt;
Every Terran Expedition die is identical and has the following faces:&lt;br /&gt;
2 [FOOD], 2 [WATER], 1 [METAL], 1 Human ([HUMANOID5]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPEDITION DIE ROLL RULES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The active player rolls the number of dice indicated by the duration icon on the Terran Expedition ship being used to perform the&lt;br /&gt;
action. The player chooses which dice to collect, up to the number indicated by the ship’s capacity.&lt;br /&gt;
* The active player may collect the items in any order, which can allow them to use rolled resources to pay to gain Human allies (see below).&lt;br /&gt;
* Each die the active player chooses takes up 1 capacity ( ), no matter whether it is a resource or a Human.&lt;br /&gt;
* Each rolled resource collected comes from the supply.&lt;br /&gt;
* For each die depicting a Human selected, there are two options, but either option takes capacity:&lt;br /&gt;
:Observe Humanity: The player gains 1 point ([VP]).&lt;br /&gt;
::&#039;&#039;Why does observing take up space? Just look at all the scientific equipment (and souvenirs!).&#039;&#039;&lt;br /&gt;
:Gain a Human Ally: The player pays 1 [FOOD], 1 [WATER], and 1 [METAL] to the supply, then takes a Human and places it in the leftmost empty living quarters in any Sector of any wing of their station.&lt;br /&gt;
The player can only gain a Human if they have living quarters available!&lt;br /&gt;
::&#039;&#039;&#039;Dice used to gain a Human ally (or to observe humanity) still take up capacity.&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;Food and water, I understand, but why metal? For the environmental suit, of course!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Transport Ship/Action===&lt;br /&gt;
[SHIP4] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Transport ship to perform a transport action, they may make any&lt;br /&gt;
number of transactions less than or equal to the number shown on that Transport ship.&lt;br /&gt;
However, they must make at least one in order to use the ship at all. The active player may&lt;br /&gt;
perform transactions &#039;&#039;&#039;in any order they choose&#039;&#039;&#039;, which can allow them to trade for or buy&lt;br /&gt;
resources that they might use to gain Aliens. &#039;&#039;&#039;Players may choose the same transaction&lt;br /&gt;
multiple times.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Farm and Ice Collector Ship/Action===&lt;br /&gt;
[SHIP6] [SHIP7] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Farm or Ice Collector ship, they take resources from the supply as depicted on the the ship.&lt;br /&gt;
&lt;br /&gt;
===Diplomacy Ship/Action===&lt;br /&gt;
[SHIP5] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Diplomacy ship to perform a diplomacy action, they select a Diplomacy track on the Diplomacy board, &#039;&#039;&#039;pay the&lt;br /&gt;
lobbying cost&#039;&#039;&#039; in [GEM] shown on the step above the current level of their token on that track, and advance their token 1 space to that&lt;br /&gt;
new level. Once a token reaches the top space, it cannot advance further. Multiple players’ tokens can be on the same space.&lt;br /&gt;
This action does not grant any immediate benefit. It improves the player’s options when the selected type of ship is used in the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Level-3 Diplomacy ships let players do the above action on &#039;&#039;&#039;2 different&#039;&#039;&#039; Diplomacy tracks at once; however, they must pay the&lt;br /&gt;
lobbying cost for both advancements. Players are allowed to use a Level-3 Diplomacy ship to advance only one space on just one track.&lt;br /&gt;
&lt;br /&gt;
==Take Income==&lt;br /&gt;
&lt;br /&gt;
Instead of taking an action using a ship, a player can take the income action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A player can only take income if at least one of the following is true:&#039;&#039;&#039;&lt;br /&gt;
* The player has &#039;&#039;&#039;7 or fewer [GEM] remaining&#039;&#039;&#039;.&lt;br /&gt;
* At least &#039;&#039;&#039;1 of the player’s ships is used&#039;&#039;&#039; (i.e., has [GEM] on it).&lt;br /&gt;
:Note: If the player has dismantled all of their ships, this will never be true again; they will need to rely on the other requirements.&lt;br /&gt;
* There are &#039;&#039;&#039;no ship actions&#039;&#039;&#039; the player can take, neither with the player’s own ships, other players’ ships, nor neutral ships. This can only happen if everyone has dismantled most of their ships, and even then, it is extremely rare.&lt;br /&gt;
&lt;br /&gt;
There are three steps to the Income action:&lt;br /&gt;
#The player retrieves their Action marker and resets any of their ships that were used since they last took income:&lt;br /&gt;
#:a. The player returns their &#039;&#039;&#039;Action marker&#039;&#039;&#039; to their Player board.&lt;br /&gt;
#:b. If the player’s &#039;&#039;&#039;Neutral Ship token&#039;&#039;&#039; is on a neutral ship, they return the token to their Player board. Return the [GEM] to the supply.&lt;br /&gt;
#:c. If there are on [GEM] any of their own ships, they return all [GEM] to the supply.&lt;br /&gt;
#The player uses their space station:&lt;br /&gt;
#:a. The player &#039;&#039;&#039;takes income&#039;&#039;&#039; from the supply according to their &#039;&#039;&#039;Station Hub&#039;&#039;&#039; (most Hubs generate [GEM1] per ship) and all of their &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; with an orange background. The player may take this income in any order.&lt;br /&gt;
#:b. The player may use &#039;&#039;&#039;special income powers&#039;&#039;&#039; of &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; or their &#039;&#039;&#039;Station Hub&#039;&#039;&#039;.&lt;br /&gt;
#::&#039;&#039;&#039;Important:&#039;&#039;&#039; Any living quarters where residents were placed on this turn are not eligible for special powers or bonuses. These only take effect on future turns.&lt;br /&gt;
#&#039;&#039;&#039;Relocate residents&#039;&#039;&#039; (optional): For each resident the player wishes to relocate, the player must &#039;&#039;&#039;pay 1 [GEM]&#039;&#039;&#039; and must respect the “Placement Rules for Residents.” If moving a resident leaves one or more empty living&lt;br /&gt;
quarters to the left of occupied ones in the same Sector, shift the remaining residents to the left to close the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Check for game end==&lt;br /&gt;
&lt;br /&gt;
At the end of the player’s turn, they must check to see if at least one of these conditions is true:&lt;br /&gt;
* The active player has 40 or more points on the score track.&lt;br /&gt;
* The active player has built all nine Sectors of their space station&lt;br /&gt;
:(It does not matter whether the living quarters are occupied or not.)&lt;br /&gt;
* There are 4 or fewer total Aliens remaining in the supply. Humans do not count for this condition.&lt;br /&gt;
&lt;br /&gt;
If the player has triggered the end of the game, then &#039;&#039;&#039;everyone else&#039;&#039;&#039; gets one more turn (but &#039;&#039;&#039;that player&#039;&#039;&#039; does not).&lt;br /&gt;
&lt;br /&gt;
If none of these endgame conditions have been met, the game then continues with the next player clockwise around the table.&lt;br /&gt;
&lt;br /&gt;
===Game end scoring===&lt;br /&gt;
# Sectors built:&lt;br /&gt;
#* Each Level-1 Sector scores 4 points.&lt;br /&gt;
#* Each Level-2 Sector scores 6 points.&lt;br /&gt;
#* Each Level-3 Sector scores 10 points.&lt;br /&gt;
#:(The Sectors’ living quarters do not need to be occupied.)&lt;br /&gt;
#Each resident (Alien or Human) on the space station scores 2 points.&lt;br /&gt;
#For each of the five species of resident (teal Aliens, pink Aliens, brown Aliens, gold Aliens, Humans), a player scores 10 points if they have a plurality (more than anyone else); 5 points for second place. If there is a tie for first, the tied players add the rewards for first and second and divide the 15 points among them (round down); nobody else gets any. If there is a tie for second, the tied players must divide the 5 points among them (round down). Players cannot score for first or second place if they have no residents of a given species.&lt;br /&gt;
#Each player scores each endgame bonus on their Station Hub and each occupied endgame bonus ( ) in their Level-3 Sectors.&lt;br /&gt;
#Each player scores 1 point for every 20 GEMs the player still has (round down).&lt;br /&gt;
#:Each player also scores 1 point for every 5 resources (food, water, and metal) the player still has, regardless of their types (round down).&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, check the following tiebreakers:&lt;br /&gt;
* The tied player with the most Aliens wins.&lt;br /&gt;
* If it is still a tie, the tied player with the most Humans wins.&lt;br /&gt;
* If it is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13474</id>
		<title>Gamehelpspacestationphoenix</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13474"/>
		<updated>2022-06-06T18:58:23Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
&lt;br /&gt;
The players will take turns during the game, going clockwise, until one of the game end conditions is met (see “Game End,” page 19).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TURN OPTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, they must do one of the following two things:&lt;br /&gt;
A. Use a Ship action.&lt;br /&gt;
B. Take the Income action.&lt;br /&gt;
&lt;br /&gt;
==Use a Ship action==&lt;br /&gt;
&lt;br /&gt;
General Rules:&lt;br /&gt;
* A player can only use a ship action if they can complete at least one part of its action.&lt;br /&gt;
* A player can use any unused ship on the table: their own, another player’s, or a neutral ship. An unused ship has no [GEM] on it.&lt;br /&gt;
&lt;br /&gt;
After the active player takes an action using a ship depicted on the Diplomacy board, any player who has advanced on the corresponding track on the Diplomacy board gains a bonus. This bonus is collected after that entire action has been completed.&lt;br /&gt;
&lt;br /&gt;
[SHIP1] ===Dismantle Ship/Action===&lt;br /&gt;
&lt;br /&gt;
When a player uses a Dismantle ship to perform a dismantle action, they must select an unused ship (i.e., one with no [GEM] on it) from&lt;br /&gt;
their own fleet to dismantle. They permanently remove this ship from the game, returning it to the box. In exchange, they receive [METAL]&lt;br /&gt;
from the supply equal to the number shown on the ship (plus any bonuses that may apply).&lt;br /&gt;
&lt;br /&gt;
The Dismantle ship cannot dismantle itself: it is not an unused ship! If a player wants to dismantle a Dismantle ship, they can use&lt;br /&gt;
another Dismantle ship to do so.&lt;br /&gt;
&lt;br /&gt;
Level-2 and Level-3 Dismantle ships may provide additional metal when used to perform this action.&lt;br /&gt;
&lt;br /&gt;
===Construction Ship/Action===[SHIP2] &lt;br /&gt;
&lt;br /&gt;
When a player uses a Construction ship to perform a construction action, they pay [METAL] to the supply to select a Sector from&lt;br /&gt;
the supply and add it to their space station. They must use the amount of [METAL] indicated in the upper-right corner of the Sector.&lt;br /&gt;
Once they pay the required to the supply, they take the Sector from the supply and add it to a wing of their station.&lt;br /&gt;
Level-2 and Level-3 Construction ships allow players to build Sectors for 1 or 2 [METAL] less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[SHIP3] Terran Expedition Ship/Action===&lt;br /&gt;
When a player uses a Terran Expedition ship to perform an expedition action, they collect&lt;br /&gt;
resources and/or Humans from Earth, as determined by rolling dice. To do this, they roll a&lt;br /&gt;
number of dice equal to the expedition duration indicated on the ship, then select&lt;br /&gt;
dice—up to the ship’s capacity from those rolled and collect the results.&lt;br /&gt;
&lt;br /&gt;
Every Terran Expedition die is identical and has the following faces:&lt;br /&gt;
2 [FOOD], 2 [WATER], 1 [METAL], 1 Human ([HUMANOID5]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPEDITION DIE ROLL RULES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The active player rolls the number of dice indicated by the duration icon on the Terran Expedition ship being used to perform the&lt;br /&gt;
action. The player chooses which dice to collect, up to the number indicated by the ship’s capacity.&lt;br /&gt;
* The active player may collect the items in any order, which can allow them to use rolled resources to pay to gain Human allies (see below).&lt;br /&gt;
* Each die the active player chooses takes up 1 capacity ( ), no matter whether it is a resource or a Human.&lt;br /&gt;
* Each rolled resource collected comes from the supply.&lt;br /&gt;
* For each die depicting a Human selected, there are two options, but either option takes capacity:&lt;br /&gt;
:Observe Humanity: The player gains 1 point ([VP]).&lt;br /&gt;
::&#039;&#039;Why does observing take up space? Just look at all the scientific equipment (and souvenirs!).&#039;&#039;&lt;br /&gt;
:Gain a Human Ally: The player pays 1 [FOOD], 1 [WATER], and 1 [METAL] to the supply, then takes a Human and places it in the leftmost empty living quarters in any Sector of any wing of their station.&lt;br /&gt;
The player can only gain a Human if they have living quarters available!&lt;br /&gt;
::&#039;&#039;&#039;Dice used to gain a Human ally (or to observe humanity) still take up capacity.&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;Food and water, I understand, but why metal? For the environmental suit, of course!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[SHIP4] Transport Ship/Action===&lt;br /&gt;
When a player uses a Transport ship to perform a transport action, they may make any&lt;br /&gt;
number of transactions less than or equal to the number shown on that Transport ship.&lt;br /&gt;
However, they must make at least one in order to use the ship at all. The active player may&lt;br /&gt;
perform transactions &#039;&#039;&#039;in any order they choose&#039;&#039;&#039;, which can allow them to trade for or buy&lt;br /&gt;
resources that they might use to gain Aliens. &#039;&#039;&#039;Players may choose the same transaction&lt;br /&gt;
multiple times.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[SHIP6] [SHIP7] Farm and Ice Collector Ship/Action===&lt;br /&gt;
&lt;br /&gt;
When a player uses a Farm or Ice Collector ship, they take resources from the supply as depicted on the the ship.&lt;br /&gt;
&lt;br /&gt;
===[SHIP5] Diplomacy Ship/Action===&lt;br /&gt;
When a player uses a Diplomacy ship to perform a diplomacy action, they select a Diplomacy track on the Diplomacy board, &#039;&#039;&#039;pay the&lt;br /&gt;
lobbying cost&#039;&#039;&#039; in [GEM] shown on the step above the current level of their token on that track, and advance their token 1 space to that&lt;br /&gt;
new level. Once a token reaches the top space, it cannot advance further. Multiple players’ tokens can be on the same space.&lt;br /&gt;
This action does not grant any immediate benefit. It improves the player’s options when the selected type of ship is used in the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Level-3 Diplomacy ships let players do the above action on &#039;&#039;&#039;2 different&#039;&#039;&#039; Diplomacy tracks at once; however, they must pay the&lt;br /&gt;
lobbying cost for both advancements. Players are allowed to use a Level-3 Diplomacy ship to advance only one space on just one track.&lt;br /&gt;
&lt;br /&gt;
==Take Income==&lt;br /&gt;
&lt;br /&gt;
Instead of taking an action using a ship, a player can take the income action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A player can only take income if at least one of the following is true:&#039;&#039;&#039;&lt;br /&gt;
* The player has &#039;&#039;&#039;7 or fewer [GEM] remaining&#039;&#039;&#039;.&lt;br /&gt;
* At least &#039;&#039;&#039;1 of the player’s ships is used&#039;&#039;&#039; (i.e., has [GEM] on it).&lt;br /&gt;
:Note: If the player has dismantled all of their ships, this will never be true again; they will need to rely on the other requirements.&lt;br /&gt;
* There are &#039;&#039;&#039;no ship actions&#039;&#039;&#039; the player can take, neither with the player’s own ships, other players’ ships, nor neutral ships. This can only happen if everyone has dismantled most of their ships, and even then, it is extremely rare.&lt;br /&gt;
&lt;br /&gt;
There are three steps to the Income action:&lt;br /&gt;
#The player retrieves their Action marker and resets any of their ships that were used since they last took income:&lt;br /&gt;
#:a. The player returns their &#039;&#039;&#039;Action marker&#039;&#039;&#039; to their Player board.&lt;br /&gt;
#:b. If the player’s &#039;&#039;&#039;Neutral Ship token&#039;&#039;&#039; is on a neutral ship, they return the token to their Player board. Return the [GEM] to the supply.&lt;br /&gt;
#:c. If there are on [GEM] any of their own ships, they return all [GEM] to the supply.&lt;br /&gt;
#The player uses their space station:&lt;br /&gt;
#:a. The player &#039;&#039;&#039;takes income&#039;&#039;&#039; from the supply according to their &#039;&#039;&#039;Station Hub&#039;&#039;&#039; (most Hubs generate [GEM1] per ship) and all of their &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; with an orange background. The player may take this income in any order.&lt;br /&gt;
#:b. The player may use &#039;&#039;&#039;special income powers&#039;&#039;&#039; of &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; or their &#039;&#039;&#039;Station Hub&#039;&#039;&#039;.&lt;br /&gt;
#::&#039;&#039;&#039;Important:&#039;&#039;&#039; Any living quarters where residents were placed on this turn are not eligible for special powers or bonuses. These only take effect on future turns.&lt;br /&gt;
#&#039;&#039;&#039;Relocate residents&#039;&#039;&#039; (optional): For each resident the player wishes to relocate, the player must &#039;&#039;&#039;pay 1 [GEM]&#039;&#039;&#039; and must respect the “Placement Rules for Residents.” If moving a resident leaves one or more empty living&lt;br /&gt;
quarters to the left of occupied ones in the same Sector, shift the remaining residents to the left to close the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Check for game end==&lt;br /&gt;
&lt;br /&gt;
At the end of the player’s turn, they must check to see if at least one of these conditions is true:&lt;br /&gt;
* The active player has 40 or more points on the score track.&lt;br /&gt;
* The active player has built all nine Sectors of their space station&lt;br /&gt;
:(It does not matter whether the living quarters are occupied or not.)&lt;br /&gt;
* There are 4 or fewer total Aliens remaining in the supply. Humans do not count for this condition.&lt;br /&gt;
&lt;br /&gt;
If the player has triggered the end of the game, then &#039;&#039;&#039;everyone else&#039;&#039;&#039; gets one more turn (but &#039;&#039;&#039;that player&#039;&#039;&#039; does not).&lt;br /&gt;
&lt;br /&gt;
If none of these endgame conditions have been met, the game then continues with the next player clockwise around the table.&lt;br /&gt;
&lt;br /&gt;
===Game end scoring===&lt;br /&gt;
# Sectors built:&lt;br /&gt;
#* Each Level-1 Sector scores 4 points.&lt;br /&gt;
#* Each Level-2 Sector scores 6 points.&lt;br /&gt;
#* Each Level-3 Sector scores 10 points.&lt;br /&gt;
#:(The Sectors’ living quarters do not need to be occupied.)&lt;br /&gt;
#Each resident (Alien or Human) on the space station scores 2 points.&lt;br /&gt;
#For each of the five species of resident (teal Aliens, pink Aliens, brown Aliens, gold Aliens, Humans), a player scores 10 points if they have a plurality (more than anyone else); 5 points for second place. If there is a tie for first, the tied players add the rewards for first and second and divide the 15 points among them (round down); nobody else gets any. If there is a tie for second, the tied players must divide the 5 points among them (round down). Players cannot score for first or second place if they have no residents of a given species.&lt;br /&gt;
#Each player scores each endgame bonus on their Station Hub and each occupied endgame bonus ( ) in their Level-3 Sectors.&lt;br /&gt;
#Each player scores 1 point for every 20 GEMs the player still has (round down).&lt;br /&gt;
#:Each player also scores 1 point for every 5 resources (food, water, and metal) the player still has, regardless of their types (round down).&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, check the following tiebreakers:&lt;br /&gt;
* The tied player with the most Aliens wins.&lt;br /&gt;
* If it is still a tie, the tied player with the most Humans wins.&lt;br /&gt;
* If it is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13473</id>
		<title>Gamehelpspacestationphoenix</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspacestationphoenix&amp;diff=13473"/>
		<updated>2022-06-06T18:57:27Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Created page with &amp;quot;==Gameplay==  The players will take turns during the game, going clockwise, until one of the game end conditions is met (see “Game End,” page 19).  &amp;#039;&amp;#039;&amp;#039;TURN OPTIONS&amp;#039;&amp;#039;&amp;#039;  On...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
&lt;br /&gt;
The players will take turns during the game, going clockwise, until one of the game end conditions is met (see “Game End,” page 19).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TURN OPTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, they must do one of the following two things:&lt;br /&gt;
A. Use a Ship action.&lt;br /&gt;
B. Take the Income action.&lt;br /&gt;
&lt;br /&gt;
==Use a Ship action==&lt;br /&gt;
&lt;br /&gt;
General Rules:&lt;br /&gt;
* A player can only use a ship action if they can complete at least one part of its action.&lt;br /&gt;
* A player can use any unused ship on the table: their own, another player’s, or a neutral ship. An unused ship has no [GEM] on it.&lt;br /&gt;
&lt;br /&gt;
After the active player takes an action using a ship depicted on the Diplomacy board, any player who has advanced on the corresponding track on the Diplomacy board gains a bonus. This bonus is collected after that entire action has been completed.&lt;br /&gt;
&lt;br /&gt;
===[SHIP1] Dismantle Ship/Action===&lt;br /&gt;
&lt;br /&gt;
When a player uses a Dismantle ship to perform a dismantle action, they must select an unused ship (i.e., one with no [GEM] on it) from&lt;br /&gt;
their own fleet to dismantle. They permanently remove this ship from the game, returning it to the box. In exchange, they receive [METAL]&lt;br /&gt;
from the supply equal to the number shown on the ship (plus any bonuses that may apply).&lt;br /&gt;
&lt;br /&gt;
The Dismantle ship cannot dismantle itself: it is not an unused ship! If a player wants to dismantle a Dismantle ship, they can use&lt;br /&gt;
another Dismantle ship to do so.&lt;br /&gt;
&lt;br /&gt;
Level-2 and Level-3 Dismantle ships may provide additional metal when used to perform this action.&lt;br /&gt;
&lt;br /&gt;
===[SHIP2] Construction Ship/Action===&lt;br /&gt;
&lt;br /&gt;
When a player uses a Construction ship to perform a construction action, they pay [METAL] to the supply to select a Sector from&lt;br /&gt;
the supply and add it to their space station. They must use the amount of [METAL] indicated in the upper-right corner of the Sector.&lt;br /&gt;
Once they pay the required to the supply, they take the Sector from the supply and add it to a wing of their station.&lt;br /&gt;
Level-2 and Level-3 Construction ships allow players to build Sectors for 1 or 2 [METAL] less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[SHIP3] Terran Expedition Ship/Action===&lt;br /&gt;
When a player uses a Terran Expedition ship to perform an expedition action, they collect&lt;br /&gt;
resources and/or Humans from Earth, as determined by rolling dice. To do this, they roll a&lt;br /&gt;
number of dice equal to the expedition duration indicated on the ship, then select&lt;br /&gt;
dice—up to the ship’s capacity from those rolled and collect the results.&lt;br /&gt;
&lt;br /&gt;
Every Terran Expedition die is identical and has the following faces:&lt;br /&gt;
2 [FOOD], 2 [WATER], 1 [METAL], 1 Human ([HUMANOID5]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPEDITION DIE ROLL RULES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The active player rolls the number of dice indicated by the duration icon on the Terran Expedition ship being used to perform the&lt;br /&gt;
action. The player chooses which dice to collect, up to the number indicated by the ship’s capacity.&lt;br /&gt;
* The active player may collect the items in any order, which can allow them to use rolled resources to pay to gain Human allies (see below).&lt;br /&gt;
* Each die the active player chooses takes up 1 capacity ( ), no matter whether it is a resource or a Human.&lt;br /&gt;
* Each rolled resource collected comes from the supply.&lt;br /&gt;
* For each die depicting a Human selected, there are two options, but either option takes capacity:&lt;br /&gt;
:Observe Humanity: The player gains 1 point ([VP]).&lt;br /&gt;
::&#039;&#039;Why does observing take up space? Just look at all the scientific equipment (and souvenirs!).&#039;&#039;&lt;br /&gt;
:Gain a Human Ally: The player pays 1 [FOOD], 1 [WATER], and 1 [METAL] to the supply, then takes a Human and places it in the leftmost empty living quarters in any Sector of any wing of their station.&lt;br /&gt;
The player can only gain a Human if they have living quarters available!&lt;br /&gt;
::&#039;&#039;&#039;Dice used to gain a Human ally (or to observe humanity) still take up capacity.&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;Food and water, I understand, but why metal? For the environmental suit, of course!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[SHIP4] Transport Ship/Action===&lt;br /&gt;
When a player uses a Transport ship to perform a transport action, they may make any&lt;br /&gt;
number of transactions less than or equal to the number shown on that Transport ship.&lt;br /&gt;
However, they must make at least one in order to use the ship at all. The active player may&lt;br /&gt;
perform transactions &#039;&#039;&#039;in any order they choose&#039;&#039;&#039;, which can allow them to trade for or buy&lt;br /&gt;
resources that they might use to gain Aliens. &#039;&#039;&#039;Players may choose the same transaction&lt;br /&gt;
multiple times.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[SHIP6] [SHIP7] Farm and Ice Collector Ship/Action===&lt;br /&gt;
&lt;br /&gt;
When a player uses a Farm or Ice Collector ship, they take resources from the supply as depicted on the the ship.&lt;br /&gt;
&lt;br /&gt;
===[SHIP5] Diplomacy Ship/Action===&lt;br /&gt;
When a player uses a Diplomacy ship to perform a diplomacy action, they select a Diplomacy track on the Diplomacy board, &#039;&#039;&#039;pay the&lt;br /&gt;
lobbying cost&#039;&#039;&#039; in [GEM] shown on the step above the current level of their token on that track, and advance their token 1 space to that&lt;br /&gt;
new level. Once a token reaches the top space, it cannot advance further. Multiple players’ tokens can be on the same space.&lt;br /&gt;
This action does not grant any immediate benefit. It improves the player’s options when the selected type of ship is used in the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Level-3 Diplomacy ships let players do the above action on &#039;&#039;&#039;2 different&#039;&#039;&#039; Diplomacy tracks at once; however, they must pay the&lt;br /&gt;
lobbying cost for both advancements. Players are allowed to use a Level-3 Diplomacy ship to advance only one space on just one track.&lt;br /&gt;
&lt;br /&gt;
==Take Income==&lt;br /&gt;
&lt;br /&gt;
Instead of taking an action using a ship, a player can take the income action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A player can only take income if at least one of the following is true:&#039;&#039;&#039;&lt;br /&gt;
* The player has &#039;&#039;&#039;7 or fewer [GEM] remaining&#039;&#039;&#039;.&lt;br /&gt;
* At least &#039;&#039;&#039;1 of the player’s ships is used&#039;&#039;&#039; (i.e., has [GEM] on it).&lt;br /&gt;
:Note: If the player has dismantled all of their ships, this will never be true again; they will need to rely on the other requirements.&lt;br /&gt;
* There are &#039;&#039;&#039;no ship actions&#039;&#039;&#039; the player can take, neither with the player’s own ships, other players’ ships, nor neutral ships. This can only happen if everyone has dismantled most of their ships, and even then, it is extremely rare.&lt;br /&gt;
&lt;br /&gt;
There are three steps to the Income action:&lt;br /&gt;
#The player retrieves their Action marker and resets any of their ships that were used since they last took income:&lt;br /&gt;
#:a. The player returns their &#039;&#039;&#039;Action marker&#039;&#039;&#039; to their Player board.&lt;br /&gt;
#:b. If the player’s &#039;&#039;&#039;Neutral Ship token&#039;&#039;&#039; is on a neutral ship, they return the token to their Player board. Return the [GEM] to the supply.&lt;br /&gt;
#:c. If there are on [GEM] any of their own ships, they return all [GEM] to the supply.&lt;br /&gt;
#The player uses their space station:&lt;br /&gt;
#:a. The player &#039;&#039;&#039;takes income&#039;&#039;&#039; from the supply according to their &#039;&#039;&#039;Station Hub&#039;&#039;&#039; (most Hubs generate [GEM1] per ship) and all of their &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; with an orange background. The player may take this income in any order.&lt;br /&gt;
#:b. The player may use &#039;&#039;&#039;special income powers&#039;&#039;&#039; of &#039;&#039;&#039;occupied Sector living quarters&#039;&#039;&#039; or their &#039;&#039;&#039;Station Hub&#039;&#039;&#039;.&lt;br /&gt;
#::&#039;&#039;&#039;Important:&#039;&#039;&#039; Any living quarters where residents were placed on this turn are not eligible for special powers or bonuses. These only take effect on future turns.&lt;br /&gt;
#&#039;&#039;&#039;Relocate residents&#039;&#039;&#039; (optional): For each resident the player wishes to relocate, the player must &#039;&#039;&#039;pay 1 [GEM]&#039;&#039;&#039; and must respect the “Placement Rules for Residents.” If moving a resident leaves one or more empty living&lt;br /&gt;
quarters to the left of occupied ones in the same Sector, shift the remaining residents to the left to close the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Check for game end==&lt;br /&gt;
&lt;br /&gt;
At the end of the player’s turn, they must check to see if at least one of these conditions is true:&lt;br /&gt;
* The active player has 40 or more points on the score track.&lt;br /&gt;
* The active player has built all nine Sectors of their space station&lt;br /&gt;
:(It does not matter whether the living quarters are occupied or not.)&lt;br /&gt;
* There are 4 or fewer total Aliens remaining in the supply. Humans do not count for this condition.&lt;br /&gt;
&lt;br /&gt;
If the player has triggered the end of the game, then &#039;&#039;&#039;everyone else&#039;&#039;&#039; gets one more turn (but &#039;&#039;&#039;that player&#039;&#039;&#039; does not).&lt;br /&gt;
&lt;br /&gt;
If none of these endgame conditions have been met, the game then continues with the next player clockwise around the table.&lt;br /&gt;
&lt;br /&gt;
===Game end scoring===&lt;br /&gt;
# Sectors built:&lt;br /&gt;
#* Each Level-1 Sector scores 4 points.&lt;br /&gt;
#* Each Level-2 Sector scores 6 points.&lt;br /&gt;
#* Each Level-3 Sector scores 10 points.&lt;br /&gt;
#:(The Sectors’ living quarters do not need to be occupied.)&lt;br /&gt;
#Each resident (Alien or Human) on the space station scores 2 points.&lt;br /&gt;
#For each of the five species of resident (teal Aliens, pink Aliens, brown Aliens, gold Aliens, Humans), a player scores 10 points if they have a plurality (more than anyone else); 5 points for second place. If there is a tie for first, the tied players add the rewards for first and second and divide the 15 points among them (round down); nobody else gets any. If there is a tie for second, the tied players must divide the 5 points among them (round down). Players cannot score for first or second place if they have no residents of a given species.&lt;br /&gt;
#Each player scores each endgame bonus on their Station Hub and each occupied endgame bonus ( ) in their Level-3 Sectors.&lt;br /&gt;
#Each player scores 1 point for every 20 GEMs the player still has (round down).&lt;br /&gt;
#:Each player also scores 1 point for every 5 resources (food, water, and metal) the player still has, regardless of their types (round down).&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, check the following tiebreakers:&lt;br /&gt;
* The tied player with the most Aliens wins.&lt;br /&gt;
* If it is still a tie, the tied player with the most Humans wins.&lt;br /&gt;
* If it is still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=13200</id>
		<title>Gamehelpjumpdrive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=13200"/>
		<updated>2022-05-13T15:06:00Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
A game typically consists of 6 or 7 rounds. Each round, players&lt;br /&gt;
simultaneously place cards face down (or Explore markers). Players&lt;br /&gt;
then reveal and pay for their cards, adding them to their empires.&lt;br /&gt;
Cards are either developments ([DEVELOP]) or worlds ([PLANET] or [MILITARY]). Each player&lt;br /&gt;
may either:&lt;br /&gt;
* Place 1 development ([DEVELOP]). Discard 1 fewer card when paying for it.&lt;br /&gt;
* Place 1 world ([PLANET] or [MILITARY]). After paying for or conquering it, draw 1card.&lt;br /&gt;
* Place 1 development and 1 world. Pay full cost. Do not draw a card.&lt;br /&gt;
* Or, instead of placing any cards, place an Explore marker and draw some extra cards (see Explore below).&lt;br /&gt;
Players then score all their empire cards. If no one has 50+ VPs, players draw as many cards as their incomes and begin the next round.&lt;br /&gt;
&lt;br /&gt;
==Payments/Conquest==&lt;br /&gt;
The cost to place a card is the black number inside its diamond or circle.&lt;br /&gt;
(Worlds with red outlined numbers are placed differently. See below.)&lt;br /&gt;
To pay a cost, discard as many cards from hand as that number,&lt;br /&gt;
placing them face down in the discard pile. A cost might be reduced&lt;br /&gt;
by discounts, but not below 0.&lt;br /&gt;
&lt;br /&gt;
Once per game, you may place a Survey Team from the center instead&lt;br /&gt;
of a development from hand, paying its 1 cost normally (discarding no&lt;br /&gt;
cards if you did not also place a world).&lt;br /&gt;
&lt;br /&gt;
===Conquest===&lt;br /&gt;
A military world with a red outlined number, its defense,&lt;br /&gt;
must be conquered when placed (exception: Contact Specialist).&lt;br /&gt;
To conquer a military world, a player does not pay any cards, but must&lt;br /&gt;
have as least as many military icons as the world’s defense (or&lt;br /&gt;
powers that add enough extra military to equal or exceed its defense).&lt;br /&gt;
Some card powers provide military only towards conquering certain&lt;br /&gt;
colors of military worlds or [REBEL] military worlds.&lt;br /&gt;
&lt;br /&gt;
A player may not combine military and payments to place worlds.&lt;br /&gt;
A Contact Specialist allows a player to place non-Alien military worlds&lt;br /&gt;
as non-military worlds by paying for them instead (at -1 cost).&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
A development’s power or icons cannot affect its own placement, but may affect placing a world that round. A world’s power or icons cannot affect its own placement (but can affect placing a second world, via Colony Convoy or Military Convoy).&lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
If you cannot or choose not to place any cards, place an Explore marker instead. Draw 2 cards, plus as many cards as the number of explore icons in your empire, including the 3 icons on the Explore marker itself. Add them to your hand. Then, discard as many cards (old or new) as your explore icons [EXPLORE], for a net gain of 2 cards. Flip the Explore maker to its * side (to mark the turn). Score and take income normally.&lt;br /&gt;
&lt;br /&gt;
==Score VPs and Collect Income==&lt;br /&gt;
Collect VPs for every card in your empire as shown on the card.&lt;br /&gt;
Some cards produce varying VPs or income for certain icons or card&lt;br /&gt;
types in your empire (see right). Duplicate cards do this multiple&lt;br /&gt;
times. Some cards produce VPs for certain icons or card types in your&lt;br /&gt;
empire and in one other player’s empire of your choice (see right).&lt;br /&gt;
&lt;br /&gt;
Some cards produce extra VPs or income “with” the presence of a&lt;br /&gt;
specific card or card type in your empire. Having additional copies&lt;br /&gt;
of the specified card or card type does not increase the amount&lt;br /&gt;
received.&lt;br /&gt;
&lt;br /&gt;
Put each round’s VP chips beneath the card(s) or explore marker you&lt;br /&gt;
placed (see Sample Turns below). This makes it easy to calculate&lt;br /&gt;
next round’s VPs by adding the VPs that your new cards provide to&lt;br /&gt;
this amount and collecting this total.&lt;br /&gt;
&lt;br /&gt;
===Winning===&lt;br /&gt;
If any player has 50 or more total VP chips, the game is&lt;br /&gt;
over. The player with the most VPs wins!&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the tied player with the most cards in hand plus&lt;br /&gt;
total income wins. If still tied, these players share in their victory.&lt;br /&gt;
&lt;br /&gt;
If the game is not over, collect income and begin the next round.&lt;br /&gt;
&lt;br /&gt;
When the deck is close to being exhausted, give income first to&lt;br /&gt;
the player with the most VPs and then clockwise. If several players&lt;br /&gt;
are tied for most VPs, begin with the tied player closest clockwise&lt;br /&gt;
from the dealer during setup. Reshuffle the discards to form a new&lt;br /&gt;
draw pile once the deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
===Hand Limit===&lt;br /&gt;
After all players have collected income, players with more than 10 cards in hand must discard down to 10 cards in hand.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=13199</id>
		<title>Gamehelpjumpdrive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=13199"/>
		<updated>2022-05-13T14:58:39Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Created page with &amp;quot;==Play== A game typically consists of 6 or 7 rounds. Each round, players simultaneously place cards face down (or Explore markers). Players then reveal and pay for their cards...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
A game typically consists of 6 or 7 rounds. Each round, players&lt;br /&gt;
simultaneously place cards face down (or Explore markers). Players&lt;br /&gt;
then reveal and pay for their cards, adding them to their empires.&lt;br /&gt;
Cards are either developments ([DEVELOP]) or worlds ([PLANET] or [MILITARY]). Each player&lt;br /&gt;
may either:&lt;br /&gt;
* Place 1 development ([DEVELOP]). Discard 1 fewer card when paying for it.&lt;br /&gt;
* Place 1 world ([PLANET] or [MILITARY]). After paying for or conquering it, draw 1card.&lt;br /&gt;
* Place 1 development and 1 world. Pay full cost. Do not draw a card.&lt;br /&gt;
* Or, instead of placing any cards, place an Explore marker and draw some extra cards (see Explore below).&lt;br /&gt;
Players then score all their empire cards. If no one has 50+ VPs, players draw as many cards as their incomes and begin the next round.&lt;br /&gt;
&lt;br /&gt;
After all players have collected income, players with more than 10 cards in hand must discard down to 10 cards in hand.&lt;br /&gt;
&lt;br /&gt;
==Payments/Conquest==&lt;br /&gt;
The cost to place a card is the black number inside its diamond or circle.&lt;br /&gt;
(Worlds with red outlined numbers are placed differently. See below.)&lt;br /&gt;
To pay a cost, discard as many cards from hand as that number,&lt;br /&gt;
placing them face down in the discard pile. A cost might be reduced&lt;br /&gt;
by discounts, but not below 0.&lt;br /&gt;
&lt;br /&gt;
Once per game, you may place a Survey Team from the center instead&lt;br /&gt;
of a development from hand, paying its 1 cost normally (discarding no&lt;br /&gt;
cards if you did not also place a world).&lt;br /&gt;
&lt;br /&gt;
===Conquest===&lt;br /&gt;
A military world with a red outlined number, its defense,&lt;br /&gt;
must be conquered when placed (exception: Contact Specialist).&lt;br /&gt;
To conquer a military world, a player does not pay any cards, but must&lt;br /&gt;
have as least as many military icons as the world’s defense (or&lt;br /&gt;
powers that add enough extra military to equal or exceed its defense).&lt;br /&gt;
Some card powers provide military only towards conquering certain&lt;br /&gt;
colors of military worlds or [REBEL] military worlds.&lt;br /&gt;
&lt;br /&gt;
A player may not combine military and payments to place worlds.&lt;br /&gt;
A Contact Specialist allows a player to place non-Alien military worlds&lt;br /&gt;
as non-military worlds by paying for them instead (at -1 cost).&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
A development’s power or icons cannot affect its own placement, but may affect placing a world that round. A world’s power or icons cannot affect its own placement (but can affect placing a second world, via Colony Convoy or Military Convoy).&lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
If you cannot or choose not to place any cards, place an Explore marker instead. Draw 2 cards, plus as many cards as the number of explore icons in your empire, including the 3 icons on the Explore marker itself. Add them to your hand. Then, discard as many cards (old or new) as your explore icons [EXPLORE], for a net gain of 2 cards. Flip the Explore maker to its * side (to mark the turn). Score and take income normally.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=9639</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=9639"/>
		<updated>2021-10-07T16:09:14Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
=== Terrans === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Terra&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; During the Gaia phase, move the power tokens in your&lt;br /&gt;
Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; During the Gaia phase, when you move&lt;br /&gt;
power tokens from your Gaia area to area II of your power cycle,&lt;br /&gt;
you may gain resources as if you were spending that much power&lt;br /&gt;
to take free actions.&lt;br /&gt;
&lt;br /&gt;
=== Lantids === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Terra&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; When you take the “Build a Mine” action, you may&lt;br /&gt;
build a mine on a planet colonized by an opponent (including the&lt;br /&gt;
Lost Planet). Place your mine next to the opponent’s structure.&lt;br /&gt;
You do not have to pay for terraforming, but you must still pay&lt;br /&gt;
the mine’s cost. This mine counts as a normal mine in all ways&lt;br /&gt;
except the following: this mine cannot be upgraded, and it does&lt;br /&gt;
not count for any effects that relate to how many planet types or&lt;br /&gt;
Gaia planets you have colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; Each time you build a mine on a planet&lt;br /&gt;
colonized by an opponent, gain two knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Xenos === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Desert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; You place a third starting mine after all other starting&lt;br /&gt;
mines have been placed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can form federations with a total&lt;br /&gt;
power value of six instead of seven. You gain one Q.I.C. as&lt;br /&gt;
income instead of one power token.&lt;br /&gt;
&lt;br /&gt;
=== Gleens ===  &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Desert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; If you would ever gain Q.I.C., gain that much ore&lt;br /&gt;
instead; once you have upgraded to the indicated academy, this&lt;br /&gt;
effect no longer applies. To make a Gaia Planet habitable, pay&lt;br /&gt;
one ore instead of one Q.I.C. Each time you build a mine on a&lt;br /&gt;
Gaia Planet, gain two additional VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; When you upgrade&lt;br /&gt;
to the planetary institute, immediately gain&lt;br /&gt;
the Gleens’ federation token (gaining the&lt;br /&gt;
resources shown as normal). Gaining this&lt;br /&gt;
tile counts as forming a federation. The&lt;br /&gt;
planetary institute itself can still be part of&lt;br /&gt;
a federation on the board.&lt;br /&gt;
&lt;br /&gt;
=== Taklons=== &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Swamp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; The Brainstone counts as one power token&lt;br /&gt;
(when starting a Gaia Project, building satellites, etc.),&lt;br /&gt;
but you can spend it as if it were three power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; Each time you would charge power from&lt;br /&gt;
“Passive Action: Charge Power,” you gain one power token. You&lt;br /&gt;
can choose to gain the power before or after charging.&lt;br /&gt;
&lt;br /&gt;
=== Ambas=== &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Swamp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; - NA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; Once per round, as an action, you can&lt;br /&gt;
swap your planetary institute with one of your mines on the&lt;br /&gt;
game board (this can help you form a new federation). This has&lt;br /&gt;
no impact on existing federations, even if their power value&lt;br /&gt;
becomes less than seven. The swap does not count as a build or&lt;br /&gt;
upgrade action; no VP or power can be gained from it.&lt;br /&gt;
&lt;br /&gt;
=== Hadsch Hallas === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Oxide&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can spend credits instead of power to&lt;br /&gt;
take free actions that allow you to gain resources.&lt;br /&gt;
Example: You can spend 3 credits to take the free action that&lt;br /&gt;
allows you to gain one ore.&lt;br /&gt;
&lt;br /&gt;
=== Geodens === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Volcanic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; NA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; The first time you build a mine on each&lt;br /&gt;
planet type, gain 3 knowledge. (You do not gain knowledge for&lt;br /&gt;
planet types you colonized before upgrading to your planetary&lt;br /&gt;
institute.)&lt;br /&gt;
&lt;br /&gt;
===Bal T’aks===&lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Volcanic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; You cannot advance in the “Navigation” research area,&lt;br /&gt;
even if you take the tech tile below the “Navigation” research area.&lt;br /&gt;
If you do take that tech tile, no advancement occurs.&lt;br /&gt;
As a free action, you can move a Gaiaformer from a Gaiaformer&lt;br /&gt;
space on your faction board to your Gaia area to gain one Q.I.C.&lt;br /&gt;
Gaiaformers in your Gaia area are not available until the next Gaia&lt;br /&gt;
phase. In the next Gaia phase, move any Gaiaformer in your Gaia&lt;br /&gt;
area back to its Gaiaformer space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can now advance in the “Navigation”&lt;br /&gt;
research area.&lt;br /&gt;
&lt;br /&gt;
=== Firaks=== &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Titanium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; NA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; As an action, you can “downgrade” a&lt;br /&gt;
research lab into a trading station and immediately advance one&lt;br /&gt;
level in a research area of your choice. Advancing in a research&lt;br /&gt;
area is explained on page 15. This counts as an “Upgrade to a&lt;br /&gt;
Trading Station” action. You can later upgrade the trading station&lt;br /&gt;
back into a research lab using the normal rules (including gaining&lt;br /&gt;
a new tech tile).&lt;br /&gt;
&lt;br /&gt;
=== Bescods===  &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Titanium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; The positions of your planetary institute and academies&lt;br /&gt;
are swapped on your faction board, as is the income you gain&lt;br /&gt;
for trading stations and research labs. As with the other factions,&lt;br /&gt;
upgrading to an academy or a research lab allows you to gain a&lt;br /&gt;
tech tile.&lt;br /&gt;
Once per round, as an action, you can advance your lowest-level&lt;br /&gt;
token in a research area (without paying knowledge). If multiple&lt;br /&gt;
of your tokens are tied for the lowest level, choose which of&lt;br /&gt;
the tied tokens to advance. To advance to level 5 this way, you&lt;br /&gt;
must still flip a federation token as normal. Remember, only one&lt;br /&gt;
player can reach level 5 of each research area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; The power value of your structures on gray&lt;br /&gt;
planets (your home type) is increased by one (in addition to any&lt;br /&gt;
other effects that increase their power value).&lt;br /&gt;
&lt;br /&gt;
=== Nevlas ===  &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Ice &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; As a free action, you can move one power token from&lt;br /&gt;
area III of your power cycle to your Gaia area to gain one&lt;br /&gt;
knowledge (these power tokens follow the normal Gaia phase&lt;br /&gt;
rules). This does not count as spending power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can spend power tokens in area III of&lt;br /&gt;
your power cycle as if they were each two power. Otherwise,&lt;br /&gt;
they count as one power token (when starting a Gaia Project,&lt;br /&gt;
building satellites, etc.). When paying for a power action with an&lt;br /&gt;
odd power cost (1, 3, 5, etc.), the unspent power is lost.&lt;br /&gt;
&lt;br /&gt;
=== Itars === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Ice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; Each time you discard a power token from area II of&lt;br /&gt;
your power cycle to move another power token to area III, place&lt;br /&gt;
the discarded power token in your Gaia area instead of returning&lt;br /&gt;
it to the supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; During the Gaia phase, you can discard&lt;br /&gt;
4 power tokens from your Gaia area to immediately gain a tech&lt;br /&gt;
tile (standard or advanced).&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=9274</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=9274"/>
		<updated>2021-08-31T15:07:14Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
==Taking turns==&lt;br /&gt;
&lt;br /&gt;
The player with the First Hiker Marker takes the first turn of the Season. On a turn, a player selects either one of their Hikers and moves the Hiker to a Site of their choice down Trail—anywhere to the right of that Hiker’s current location. When the Hiker lands on the new Site, the player performs the Site’s action. After taking the action, the next player takes a turn. Turns continue until the Season ends. If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your Campfire.&lt;br /&gt;
&lt;br /&gt;
If you gain [RAIN] on your turn, you can place it in an empty Canteen to gain the benefit shown on the card.&lt;br /&gt;
&lt;br /&gt;
==Basic Sites==&lt;br /&gt;
&lt;br /&gt;
These Sites will appear every season.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest:&#039;&#039;&#039; Gain [FOREST].&lt;br /&gt;
* &#039;&#039;&#039;Mountain:&#039;&#039;&#039; Gain [MTN].&lt;br /&gt;
* &#039;&#039;&#039;Ocean:&#039;&#039;&#039; Gain [RAIN2].&lt;br /&gt;
* &#039;&#039;&#039;Valley:&#039;&#039;&#039; Gain [SUN2].&lt;br /&gt;
* &#039;&#039;&#039;Vista:&#039;&#039;&#039; Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera. (A player who holds the Camera can take a Photo for 1 token instead of 2.)&lt;br /&gt;
&lt;br /&gt;
In a game with 4 or more players, one additional basic Site is added:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waterfall:&#039;&#039;&#039; Gain [SUN][RAIN].&lt;br /&gt;
&lt;br /&gt;
==Advanced Sites==&lt;br /&gt;
&lt;br /&gt;
Before the start of each Season, one of these Sites is added to the Trail. The fourth and final Season will have all of these Sites.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lodge:&#039;&#039;&#039; Turn in one token and gain any one token (excluding wildlife). You may do this a second time.&lt;br /&gt;
* &#039;&#039;&#039;Lookout:&#039;&#039;&#039; Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
* &#039;&#039;&#039;Wildlife:&#039;&#039;&#039; Turn in any one token to gain a [WILD].&lt;br /&gt;
* &#039;&#039;&#039;River:&#039;&#039;&#039; Turn in a [WATER] to copy the action from another Site occupied by a Hiker. (Note: The Trailhead and the Trail End are not Sites.)&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
&lt;br /&gt;
The Trail End has three locations:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reserve a Park.&#039;&#039;&#039; You take a face-up Park or a Park from the top of the deck. You don&#039;t pay resources or score points. You may later Visit that Park. The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
# &#039;&#039;&#039;Buy Gear.&#039;&#039;&#039; The first player (or, in a game with 4 or more players, the first two players) can buy Gear for [SUN] less.&lt;br /&gt;
# &#039;&#039;&#039;Visit a Park.&#039;&#039;&#039; Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there. This marks the end of the Season. At the end of a Season:&lt;br /&gt;
&lt;br /&gt;
* The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
* All Canteens are emptied, and their [RAIN] is returned to the supply.&lt;br /&gt;
* All Hikers return to the Trailhead.&lt;br /&gt;
&lt;br /&gt;
After the fourth Season, the game is over. All players reveal their Year cards and score points based on their Personal Bonus. The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The player with the most points at the end is the winner!&#039;&#039; If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=9273</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=9273"/>
		<updated>2021-08-31T15:06:35Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Created page with &amp;quot;==Goal==  Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
==Taking turns==&lt;br /&gt;
&lt;br /&gt;
The player with the First Hiker Marker takes the first turn of the Season. On a turn, a player selects either one of their Hikers and moves the Hiker to a Site of their choice down Trail—anywhere to the right of that Hiker’s current location. When the Hiker lands on the new Site, the player performs the Site’s action. After taking the action, the next player takes a turn. Turns continue until the Season ends. If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your Campfire.&lt;br /&gt;
&lt;br /&gt;
If you gain [RAIN] on your turn, you can place it in an empty Canteen to gain the benefit shown on the card.&lt;br /&gt;
&lt;br /&gt;
==Basic Sites==&lt;br /&gt;
&lt;br /&gt;
These Sites will appear every season.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest:&#039;&#039;&#039; Gain [FOREST].&lt;br /&gt;
* &#039;&#039;&#039;Mountain:&#039;&#039;&#039; Gain [MOUNTAIN].&lt;br /&gt;
* &#039;&#039;&#039;Ocean:&#039;&#039;&#039; Gain [RAIN2].&lt;br /&gt;
* &#039;&#039;&#039;Valley:&#039;&#039;&#039; Gain [SUN2].&lt;br /&gt;
* &#039;&#039;&#039;Vista:&#039;&#039;&#039; Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera. (A player who holds the Camera can take a Photo for 1 token instead of 2.)&lt;br /&gt;
&lt;br /&gt;
In a game with 4 or more players, one additional basic Site is added:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waterfall:&#039;&#039;&#039; Gain [SUN][RAIN].&lt;br /&gt;
&lt;br /&gt;
==Advanced Sites==&lt;br /&gt;
&lt;br /&gt;
Before the start of each Season, one of these Sites is added to the Trail. The fourth and final Season will have all of these Sites.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lodge:&#039;&#039;&#039; Turn in one token and gain any one token (excluding wildlife). You may do this a second time.&lt;br /&gt;
* &#039;&#039;&#039;Lookout:&#039;&#039;&#039; Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
* &#039;&#039;&#039;Wildlife:&#039;&#039;&#039; Turn in any one token to gain a [WILD].&lt;br /&gt;
* &#039;&#039;&#039;River:&#039;&#039;&#039; Turn in a [WATER] to copy the action from another Site occupied by a Hiker. (Note: The Trailhead and the Trail End are not Sites.)&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
&lt;br /&gt;
The Trail End has three locations:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reserve a Park.&#039;&#039;&#039; You take a face-up Park or a Park from the top of the deck. You don&#039;t pay resources or score points. You may later Visit that Park. The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
# &#039;&#039;&#039;Buy Gear.&#039;&#039;&#039; The first player (or, in a game with 4 or more players, the first two players) can buy Gear for [SUN] less.&lt;br /&gt;
# &#039;&#039;&#039;Visit a Park.&#039;&#039;&#039; Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there. This marks the end of the Season. At the end of a Season:&lt;br /&gt;
&lt;br /&gt;
* The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
* All Canteens are emptied, and their [RAIN] is returned to the supply.&lt;br /&gt;
* All Hikers return to the Trailhead.&lt;br /&gt;
&lt;br /&gt;
After the fourth Season, the game is over. All players reveal their Year cards and score points based on their Personal Bonus. The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The player with the most points at the end is the winner!&#039;&#039; If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9240</id>
		<title>Gamehelpparkskeymaster</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9240"/>
		<updated>2021-08-27T19:01:16Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
==Taking turns==&lt;br /&gt;
&lt;br /&gt;
The player with the First Hiker Marker takes the first turn of the Season. On a turn, a player selects either one of their Hikers and moves the Hiker to a Site of their choice down Trail—anywhere to the right of that Hiker’s current location. When the Hiker lands on the new Site, the player performs the Site’s action. After taking the action, the next player takes a turn. Turns continue until the Season ends. If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your Campfire.&lt;br /&gt;
&lt;br /&gt;
If you gain [RAIN] on your turn, you can place it in an empty Canteen to gain the benefit shown on the card.&lt;br /&gt;
&lt;br /&gt;
==Basic Sites==&lt;br /&gt;
&lt;br /&gt;
These Sites will appear every season.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest:&#039;&#039;&#039; Gain [FOREST].&lt;br /&gt;
* &#039;&#039;&#039;Mountain:&#039;&#039;&#039; Gain [MOUNTAIN].&lt;br /&gt;
* &#039;&#039;&#039;Ocean:&#039;&#039;&#039; Gain [RAIN2].&lt;br /&gt;
* &#039;&#039;&#039;Valley:&#039;&#039;&#039; Gain [SUN2].&lt;br /&gt;
* &#039;&#039;&#039;Vista:&#039;&#039;&#039; Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera. (A player who holds the Camera can take a Photo for 1 token instead of 2.)&lt;br /&gt;
&lt;br /&gt;
In a game with 4 or more players, one additional basic Site is added:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waterfall:&#039;&#039;&#039; Gain [SUN][RAIN].&lt;br /&gt;
&lt;br /&gt;
==Advanced Sites==&lt;br /&gt;
&lt;br /&gt;
Before the start of each Season, one of these Sites is added to the Trail. The fourth and final Season will have all of these Sites.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lodge:&#039;&#039;&#039; Turn in one token and gain any one token (excluding wildlife). You may do this a second time.&lt;br /&gt;
* &#039;&#039;&#039;Lookout:&#039;&#039;&#039; Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
* &#039;&#039;&#039;Wildlife:&#039;&#039;&#039; Turn in any one token to gain a [WILD].&lt;br /&gt;
* &#039;&#039;&#039;River:&#039;&#039;&#039; Turn in a [WATER] to copy the action from another Site occupied by a Hiker. (Note: The Trailhead and the Trail End are not Sites.)&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
&lt;br /&gt;
The Trail End has three locations:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reserve a Park.&#039;&#039;&#039; You take a face-up Park or a Park from the top of the deck. You don&#039;t pay resources or score points. You may later Visit that Park. The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
# &#039;&#039;&#039;Buy Gear.&#039;&#039;&#039; The first player (or, in a game with 4 or more players, the first two players) can buy Gear for [SUN] less.&lt;br /&gt;
# &#039;&#039;&#039;Visit a Park.&#039;&#039;&#039; Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there. This marks the end of the Season. At the end of a Season:&lt;br /&gt;
&lt;br /&gt;
* The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
* All Canteens are emptied, and their [RAIN] is returned to the supply.&lt;br /&gt;
* All Hikers return to the Trailhead.&lt;br /&gt;
&lt;br /&gt;
After the fourth Season, the game is over. All players reveal their Year cards and score points based on their Personal Bonus. The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The player with the most points at the end is the winner!&#039;&#039; If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9239</id>
		<title>Gamehelpparkskeymaster</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9239"/>
		<updated>2021-08-27T19:00:52Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*=Goal==&lt;br /&gt;
&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
==Taking turns==&lt;br /&gt;
&lt;br /&gt;
The player with the First Hiker Marker takes the first turn of the Season. On a turn, a player selects either one of their Hikers and moves the Hiker to a Site of their choice down Trail—anywhere to the right of that Hiker’s current location. When the Hiker lands on the new Site, the player performs the Site’s action. After taking the action, the next player takes a turn. Turns continue until the Season ends. If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your Campfire.&lt;br /&gt;
&lt;br /&gt;
If you gain [RAIN] on your turn, you can place it in an empty Canteen to gain the benefit shown on the card.&lt;br /&gt;
&lt;br /&gt;
==Basic Sites==&lt;br /&gt;
&lt;br /&gt;
These Sites will appear every season.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest:&#039;&#039;&#039; Gain [FOREST].&lt;br /&gt;
* &#039;&#039;&#039;Mountain:&#039;&#039;&#039; Gain [MOUNTAIN].&lt;br /&gt;
* &#039;&#039;&#039;Ocean:&#039;&#039;&#039; Gain [RAIN2].&lt;br /&gt;
* &#039;&#039;&#039;Valley:&#039;&#039;&#039; Gain [SUN2].&lt;br /&gt;
* &#039;&#039;&#039;Vista:&#039;&#039;&#039; Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera. (A player who holds the Camera can take a Photo for 1 token instead of 2.)&lt;br /&gt;
&lt;br /&gt;
In a game with 4 or more players, one additional basic Site is added:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waterfall:&#039;&#039;&#039; Gain [SUN][RAIN].&lt;br /&gt;
&lt;br /&gt;
==Advanced Sites==&lt;br /&gt;
&lt;br /&gt;
Before the start of each Season, one of these Sites is added to the Trail. The fourth and final Season will have all of these Sites.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lodge:&#039;&#039;&#039; Turn in one token and gain any one token (excluding wildlife). You may do this a second time.&lt;br /&gt;
* &#039;&#039;&#039;Lookout:&#039;&#039;&#039; Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
* &#039;&#039;&#039;Wildlife:&#039;&#039;&#039; Turn in any one token to gain a [WILD].&lt;br /&gt;
* &#039;&#039;&#039;River:&#039;&#039;&#039; Turn in a [WATER] to copy the action from another Site occupied by a Hiker. (Note: The Trailhead and the Trail End are not Sites.)&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
&lt;br /&gt;
The Trail End has three locations:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reserve a Park.&#039;&#039;&#039; You take a face-up Park or a Park from the top of the deck. You don&#039;t pay resources or score points. You may later Visit that Park. The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
# &#039;&#039;&#039;Buy Gear.&#039;&#039;&#039; The first player (or, in a game with 4 or more players, the first two players) can buy Gear for [SUN] less.&lt;br /&gt;
# &#039;&#039;&#039;Visit a Park.&#039;&#039;&#039; Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there. This marks the end of the Season. At the end of a Season:&lt;br /&gt;
&lt;br /&gt;
* The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
* All Canteens are emptied, and their [RAIN] is returned to the supply.&lt;br /&gt;
* All Hikers return to the Trailhead.&lt;br /&gt;
&lt;br /&gt;
After the fourth Season, the game is over. All players reveal their Year cards and score points based on their Personal Bonus. The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The player with the most points at the end is the winner!&#039;&#039; If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9238</id>
		<title>Gamehelpparkskeymaster</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9238"/>
		<updated>2021-08-27T18:59:40Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
==Taking turns==&lt;br /&gt;
&lt;br /&gt;
The player with the First Hiker Marker takes the first turn of the Season. On a turn, a player selects either one of their Hikers and moves the Hiker to a Site of their choice down Trail—anywhere to the right of that Hiker’s current location. When the Hiker lands on the new Site, the player performs the Site’s action. After taking the action, the next player takes a turn. Turns continue until the Season ends. If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your Campfire.&lt;br /&gt;
&lt;br /&gt;
If you gain [RAIN] on your turn, you can place it in an empty Canteen to gain the benefit shown on the card.&lt;br /&gt;
&lt;br /&gt;
==Basic Sites==&lt;br /&gt;
&lt;br /&gt;
These Sites will appear every season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest:&#039;&#039;&#039; Gain [FOREST].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain:&#039;&#039;&#039; Gain [MOUNTAIN].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocean:&#039;&#039;&#039; Gain [RAIN2].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valley:&#039;&#039;&#039; Gain [SUN2].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vista:&#039;&#039;&#039; Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera. (A player who holds the Camera can take a Photo for 1 token instead of 2.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a game with 4 or more players, one additional basic Site is added:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterfall:&#039;&#039;&#039; Gain [SUN][RAIN].&lt;br /&gt;
&lt;br /&gt;
==Advanced Sites==&lt;br /&gt;
&lt;br /&gt;
Each Season, one of these Sites is added to the Trail. The fourth and final season will have all of these Sites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lodge:&#039;&#039;&#039; Turn in one token and gain any one token (excluding wildlife). You may do this a second time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lookout:&#039;&#039;&#039; Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildlife:&#039;&#039;&#039; Turn in any one token to gain a [WILD].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River:&#039;&#039;&#039; Turn in a [WATER] to copy the action from another Site occupied by a Hiker. (Note: The Trailhead and the Trail End are not Sites.)&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
&lt;br /&gt;
The Trail End has three locations:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reserve a Park.&#039;&#039;&#039; You take a face-up Park or a Park from the top of the deck. You don&#039;t pay resources or score points. You may later Visit that Park. The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
# &#039;&#039;&#039;Buy Gear.&#039;&#039;&#039; The first player (or, in a game with 4 or more players, the first two players) can buy Gear for [SUN] less.&lt;br /&gt;
# &#039;&#039;&#039;Visit a Park.&#039;&#039;&#039; Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there. This marks the end of the Season. At the end of a Season:&lt;br /&gt;
&lt;br /&gt;
* The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
* All Canteens are emptied, and their [RAIN] is returned to the supply.&lt;br /&gt;
* All Hikers return to the Trailhead.&lt;br /&gt;
&lt;br /&gt;
After the fourth Season, the game is over. All players reveal their Year cards and score points based on their Personal Bonus. The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The player with the most points at the end is the winner!&#039;&#039; If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9237</id>
		<title>Gamehelpparkskeymaster</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparkskeymaster&amp;diff=9237"/>
		<updated>2021-08-27T18:58:54Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Created page with &amp;quot;==Goal==  Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
==Taking turns==&lt;br /&gt;
&lt;br /&gt;
The player with the First Hiker Marker takes the first turn of the Season. On a turn, a player selects either one of their Hikers and moves the Hiker to a Site of their choice down Trail—anywhere to the right of that Hiker’s current location. When the Hiker lands on the new Site, the player performs the Site’s action. After taking the action, the next player takes a turn. Turns continue until the Season ends. If another Hiker—even your own—is already occupying a Site, then it cannot be visited unless you use your Campfire.&lt;br /&gt;
&lt;br /&gt;
If you gain [RAIN] on your turn, you can place it in an empty Canteen to gain the benefit shown on the card.&lt;br /&gt;
&lt;br /&gt;
==Basic Sites==&lt;br /&gt;
&lt;br /&gt;
These Sites will appear every season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest:&#039;&#039;&#039; Gain [FOREST].&lt;br /&gt;
&#039;&#039;&#039;Mountain:&#039;&#039;&#039; Gain [MOUNTAIN].&lt;br /&gt;
&#039;&#039;&#039;Ocean:&#039;&#039;&#039; Gain [RAIN2].&lt;br /&gt;
&#039;&#039;&#039;Valley:&#039;&#039;&#039; Gain [SUN2].&lt;br /&gt;
&#039;&#039;&#039;Vista:&#039;&#039;&#039; Draw a Canteen OR turn in 2 tokens to take a Photo and gain the Camera. (A player who holds the Camera can take a Photo for 1 token instead of 2.)&lt;br /&gt;
&lt;br /&gt;
In a game with 4 or more players, one additional basic Site is added:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterfall:&#039;&#039;&#039; Gain [SUN][RAIN].&lt;br /&gt;
&lt;br /&gt;
==Advanced Sites==&lt;br /&gt;
&lt;br /&gt;
Each Season, one of these Sites is added to the Trail. The fourth and final season will have all of these Sites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lodge:&#039;&#039;&#039; Turn in one token and gain any one token (excluding wildlife). You may do this a second time.&lt;br /&gt;
&#039;&#039;&#039;Lookout:&#039;&#039;&#039; Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
&#039;&#039;&#039;Wildlife:&#039;&#039;&#039; Turn in any one token to gain a [WILD].&lt;br /&gt;
&#039;&#039;&#039;River:&#039;&#039;&#039; Turn in a [WATER] to copy the action from another Site occupied by a Hiker. (Note: The Trailhead and the Trail End are not Sites.)&lt;br /&gt;
&lt;br /&gt;
==Trail End==&lt;br /&gt;
&lt;br /&gt;
The Trail End has three locations:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reserve a Park.&#039;&#039;&#039; You take a face-up Park or a Park from the top of the deck. You don&#039;t pay resources or score points. You may later Visit that Park. The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
# &#039;&#039;&#039;Buy Gear.&#039;&#039;&#039; The first player (or, in a game with 4 or more players, the first two players) can buy Gear for [SUN] less.&lt;br /&gt;
# &#039;&#039;&#039;Visit a Park.&#039;&#039;&#039; Pay the cost shown on the Park to gain the indicated number of points.&lt;br /&gt;
&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished.&lt;br /&gt;
&lt;br /&gt;
==End of a Season==&lt;br /&gt;
&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End and choose an action there. This marks the end of the Season. At the end of a Season:&lt;br /&gt;
&lt;br /&gt;
* The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
* All Canteens are emptied, and their [RAIN] is returned to the supply.&lt;br /&gt;
* All Hikers return to the Trailhead.&lt;br /&gt;
&lt;br /&gt;
After the fourth Season, the game is over. All players reveal their Year cards and score points based on their Personal Bonus. The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The player with the most points at the end is the winner!&#039;&#039; If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpartdecko&amp;diff=9090</id>
		<title>Gamehelpartdecko</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpartdecko&amp;diff=9090"/>
		<updated>2021-08-11T15:21:24Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Actions==&lt;br /&gt;
&lt;br /&gt;
===Haggle===&lt;br /&gt;
Discard a card, then draw two cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To perform:&#039;&#039;&#039; Highlight the card you wish to discard, then click the &amp;quot;Haggle&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
===Acquire===&lt;br /&gt;
Play cards valuing at least the cost of the card to acquire and gain a card from a gallery or bank. The played cards and acquired card will be added to your discard pile at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To perform:&#039;&#039;&#039; Highlight all of the cards you wish to play and the card you wish to acquire, then click the &amp;quot;Acquire&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
===Exhibit===&lt;br /&gt;
Play cards valuing at least the cost of the exhibition, then place a painting in one of the galleries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To perform:&#039;&#039;&#039; Highlight the Painting card to exhibit and select a matching or wild invitation marker, then click the &amp;quot;Exhibit&amp;quot; button. You will then need to choose cards to pay for the exhibition.&lt;br /&gt;
&lt;br /&gt;
===Special Gold cards===&lt;br /&gt;
Many Gold cards have special abilities. To use these abilities, click on the card&#039;s ability description. Using a Gold card&#039;s special ability will permanently remove it from your deck.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
The game ends when one of these conditions has been met:&lt;br /&gt;
*12 or more Painting cards are on display in the Museum.&lt;br /&gt;
*The Painting deck is empty.&lt;br /&gt;
*A Market Rating (Painting or Gold) has reached 70 or higher.&lt;br /&gt;
&lt;br /&gt;
Then, some of the bonus tiles in the Museum are scored:&lt;br /&gt;
*If all of an Exhibition&#039;s invitation markers have been used, then the bonus tile above that Exhibiton is scored.&lt;br /&gt;
*If no Exhibition has used all of its invitation markers, then the bonus tile above all Exhibitions with the most paintings are scored.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpartdecko&amp;diff=9089</id>
		<title>Gamehelpartdecko</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpartdecko&amp;diff=9089"/>
		<updated>2021-08-11T15:15:20Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Created page with &amp;quot;==Actions==  ===Haggle=== Discard a card, then draw two cards.  &amp;#039;&amp;#039;&amp;#039;To perform:&amp;#039;&amp;#039;&amp;#039; Highlight the card you wish to discard, then click the &amp;quot;Haggle&amp;quot; button.  ===Acquire=== Play c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Actions==&lt;br /&gt;
&lt;br /&gt;
===Haggle===&lt;br /&gt;
Discard a card, then draw two cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To perform:&#039;&#039;&#039; Highlight the card you wish to discard, then click the &amp;quot;Haggle&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
===Acquire===&lt;br /&gt;
Play cards valuing at least the cost of the card to acquire and gain a card from a gallery or bank. The played cards and acquired card will be added to your discard pile at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To perform:&#039;&#039;&#039; Highlight all of the cards you wish to play and the card you wish to acquire, then click the &amp;quot;Acquire&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
===Exhibit===&lt;br /&gt;
Play cards valuing at least the cost of the exhibition, then place a painting in one of the galleries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To perform:&#039;&#039;&#039; Highlight the card to exhibit and select a matching or wild invitation marker, then click the &amp;quot;Exhibit&amp;quot; button. You will then need to choose cards to pay for the exhibition.&lt;br /&gt;
&lt;br /&gt;
===Special Gold cards===&lt;br /&gt;
Many Gold cards have special abilities. To use these abilities, click on the card&#039;s ability description. Using a Gold card&#039;s special ability will permanently remove it from your deck.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=8286</id>
		<title>Gamehelpbeyondthesun</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=8286"/>
		<updated>2021-05-18T14:57:47Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Iconography explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Icons ==&lt;br /&gt;
&lt;br /&gt;
[SHIP]/[SUPPLY]/[POPULATION]: Player cubes. Your [SUPPLY] are stored on your player board until converted to [SHIP] or [POPULATION].&lt;br /&gt;
&lt;br /&gt;
[SUPPLY][ARROW][POPULATION]: Convert a Supply cube from the leftmost column into a Population cube.&lt;br /&gt;
&lt;br /&gt;
[ORE]: Ore. You can see how much Ore you have in the player pane.&lt;br /&gt;
&lt;br /&gt;
[LOSE_POPULATION]: Lose population (as part of the cost to perform an action).&lt;br /&gt;
&lt;br /&gt;
[I]/[II]/[III]/[IIII]: Technology of level 1/2/3/4.&lt;br /&gt;
&lt;br /&gt;
[RESEARCH][TECHX]: Research a technology. Requires a [POPULATION].&lt;br /&gt;
&lt;br /&gt;
[VP]: Victory points.&lt;br /&gt;
&lt;br /&gt;
[COLONIZE]: Colonize a System. You must control the System with ships with a combined power of at least the System&#039;s colonize cost.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
&lt;br /&gt;
The 4 types of Technologies have different characteristics, summarized below. A hybrid Technology generally contains characteristics of both of its types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scientific (blue):&#039;&#039;&#039; Ore production automation, research actions, and Ore bonuses&lt;br /&gt;
* &#039;&#039;&#039;Economic (green):&#039;&#039;&#039; Food production automation, Population collection, and Ore collection&lt;br /&gt;
* &#039;&#039;&#039;Military (red):&#039;&#039;&#039; Shipbuilding, movements, and upgrades&lt;br /&gt;
* &#039;&#039;&#039;Commercial (yellow):&#039;&#039;&#039; Colonization actions, ship movements, and flexible actions&lt;br /&gt;
&lt;br /&gt;
== Income Phase ==&lt;br /&gt;
&lt;br /&gt;
In the income phase, you may choose one of the following three options.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Population:&#039;&#039;&#039; From each Supply Column above an uncovered space on the Population track, take one Supply and convert it to a Population&lt;br /&gt;
* &#039;&#039;&#039;Ore:&#039;&#039;&#039; Gain a quantity of Ore equal to the sum of uncovered Ore quantities on the Ore track.&lt;br /&gt;
* &#039;&#039;&#039;Resource trade:&#039;&#039;&#039; You may make as many of the following trades as you wish. &lt;br /&gt;
** Spend 3 Ore to turn your leftmost Supply Column into a Population. &lt;br /&gt;
** Pay 1 ore to take 1 Spaceship from anywhere and turn it into a Population cube. &lt;br /&gt;
** Return a Population to the rightmost Supply Column with an empty space to gain an ore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggering the End of the Game, End Game Scoring, and Victory Points==&lt;br /&gt;
&lt;br /&gt;
When enough discs have been placed on Achievements, the next round will be the final round of the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 or 3 players:&#039;&#039;&#039; 3 Achievements claimed&lt;br /&gt;
* &#039;&#039;&#039;4 players:&#039;&#039;&#039; 4 Achievements claimed&lt;br /&gt;
&lt;br /&gt;
Points are scored for the following&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039;&lt;br /&gt;
* 1 VP / Level I   Technologies&lt;br /&gt;
* 2 VP / Level II  Technologies&lt;br /&gt;
* 3 VP / Level III Technologies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Private Technologies”&#039;&#039;&#039; (from card bonuses) &lt;br /&gt;
* 2 VP / Level II  Technologies&lt;br /&gt;
* 3 VP / Level III Technologies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level IV Technologies&#039;&#039;&#039;&lt;br /&gt;
* # VP / Level IV Technologies (differs per card)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automation Track&#039;&#039;&#039;&lt;br /&gt;
* Add all VP showing up to level reached&lt;br /&gt;
* After level 7, each additional level adds 1 VP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonized Systems&#039;&#039;&#039;&lt;br /&gt;
* # VP / All System Cards (check bottom of each System Card)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncolonized Outpost Discs&#039;&#039;&#039; (on System card or Shipyard Systems)&lt;br /&gt;
* 1 VP / Each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-controllable Locations&#039;&#039;&#039; (Sol and Deep Space)&lt;br /&gt;
* 1 VP / Faction(s) with the highest military power (tied players get the same VP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Event Cards&#039;&#039;&#039;&lt;br /&gt;
* # VP / Event Card (Can provide VP. Found in some Achievement cards, attached to certain locations, or faction based)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039;&lt;br /&gt;
* # VP / Specified by achievement (Can not get same achievement 2x)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiebreaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Combined production level (Food and Ore)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; &#039;&#039;(If still tied after 1)&#039;&#039; The highest remaining Population cubes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;(If still tied after 2)&#039;&#039; The highest remaining Ore&lt;br /&gt;
&lt;br /&gt;
== Changes in BGA adaptation ==&lt;br /&gt;
&lt;br /&gt;
Minor changes were necessary to allow the game to work smoothly on BGA. Special thanks to the designer, Dennis Chan, for consulting on how best to adapt the game to the BGA framework.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacetime Anomaly Studies:&#039;&#039;&#039; The research portion of the action is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEN 0255-4700:&#039;&#039;&#039; The colonize bonus is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galactic HQ, Black Market Industries, Giga-Corporations, Cygni 61, Mind/Machine Assimilation:&#039;&#039;&#039; You cannot use these in the middle of another action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giga-Corporations:&#039;&#039;&#039; You may only replace discs on your turn; however, at the end of the game, any remaining star discs on achievements are automatically replaced.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7868</id>
		<title>Gamehelpbeyondthesun</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7868"/>
		<updated>2021-04-07T20:17:52Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Changes in BGA adaptation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Technologies ==&lt;br /&gt;
&lt;br /&gt;
The 4 types of Technologies have different characteristics, summarized below. A hybrid Technology generally contains&lt;br /&gt;
characteristics of both of its types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scientific (blue):&#039;&#039;&#039; Ore production automation, research actions, and Ore bonuses&lt;br /&gt;
* &#039;&#039;&#039;Economic (green):&#039;&#039;&#039; Food production automation, Population collection, and Ore collection&lt;br /&gt;
* &#039;&#039;&#039;Military (red):&#039;&#039;&#039; Shipbuilding, movements, and upgrades&lt;br /&gt;
* &#039;&#039;&#039;Commercial (yellow):&#039;&#039;&#039; Colonization actions, ship movements, and flexible actions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggering the end of the game ==&lt;br /&gt;
&lt;br /&gt;
When enough discs have been placed on Achievements, the next round will be the final round of the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 or 3 players:&#039;&#039;&#039; 3 Achievements claimed&lt;br /&gt;
* &#039;&#039;&#039;4 players:&#039;&#039;&#039; 4 Achievements claimed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes in BGA adaptation ==&lt;br /&gt;
&lt;br /&gt;
Minor changes were necessary to allow the game to work smoothly on BGA. Special thanks to the designer, Dennis Chan, for consulting on how best to adapt the game to the BGA framework.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacetime Anomaly Studies:&#039;&#039;&#039; The research portion of the action is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galactic HQ, Black Market Industries, Giga-Corporations, Cygni 61, Mind/Machine Assimilation:&#039;&#039;&#039; You cannot use these in the middle of another action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giga-Corporations:&#039;&#039;&#039; You may only replace discs on your turn; however, at the end of the game, any remaining star discs on achievements are automatically replaced.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7856</id>
		<title>Gamehelpbeyondthesun</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7856"/>
		<updated>2021-04-06T16:20:17Z</updated>

		<summary type="html">&lt;p&gt;Mogri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Technologies ==&lt;br /&gt;
&lt;br /&gt;
The 4 types of Technologies have different characteristics, summarized below. A hybrid Technology generally contains&lt;br /&gt;
characteristics of both of its types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scientific (blue):&#039;&#039;&#039; Ore production automation, research actions, and Ore bonuses&lt;br /&gt;
* &#039;&#039;&#039;Economic (green):&#039;&#039;&#039; Food production automation, Population collection, and Ore collection&lt;br /&gt;
* &#039;&#039;&#039;Military (red):&#039;&#039;&#039; Shipbuilding, movements, and upgrades&lt;br /&gt;
* &#039;&#039;&#039;Commercial (yellow):&#039;&#039;&#039; Colonization actions, ship movements, and flexible actions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggering the end of the game ==&lt;br /&gt;
&lt;br /&gt;
When enough discs have been placed on Achievements, the next round will be the final round of the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2 or 3 players:&#039;&#039;&#039; 3 Achievements claimed&lt;br /&gt;
* &#039;&#039;&#039;4 players:&#039;&#039;&#039; 4 Achievements claimed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes in BGA adaptation ==&lt;br /&gt;
&lt;br /&gt;
Minor changes were necessary to allow the game to work smoothly on BGA. Special thanks to the designer, Dennis Chan, for consulting on how best to adapt the game to the BGA framework.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacetime Anomaly Studies:&#039;&#039;&#039; The research portion of the action is optional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galactic HQ:&#039;&#039;&#039; You cannot perform the upgrade in the middle of another action.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpblueskies&amp;diff=6222</id>
		<title>Gamehelpblueskies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpblueskies&amp;diff=6222"/>
		<updated>2020-11-23T16:43:13Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Created page with &amp;quot;==Overview==  Players take the role of airlines competing for dominance of the skies. Whoever can attract the most passengers and control the best regions will emerge victorio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Players take the role of airlines competing for dominance of the skies. Whoever can attract the most passengers and control the best regions will emerge victorious!&lt;br /&gt;
&lt;br /&gt;
==Adding passengers==&lt;br /&gt;
&lt;br /&gt;
Anytime passengers are added to the board, cubes are pulled from the passenger bag, which initially contains 100 red and 25 green cubes. If the pulled cube is green, another cube is pulled until a red cube is pulled.&lt;br /&gt;
&lt;br /&gt;
Passengers are always distributed equally among the open gates at an airport, with ties broken from left to right.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
The demand card deck is shuffled, and the top five cards are drawn. Passengers are added to the airports on those cards, then a local airline gate is placed at each of those airports.&lt;br /&gt;
&lt;br /&gt;
Three cards per player are then drawn. Passengers are added to those airports, but no additional local airline gates are added.&lt;br /&gt;
&lt;br /&gt;
Each player receives 3 demand cards. Starting with the last player and going backward, each player gets 6 points to spend on adding their own gates to the board. The cost to purchase the gate is the number shown in the gate. Players may also buy out local airline gates by paying the buyout cost listed on the airport. Some airports have a buyout cost of &amp;quot;N/A,&amp;quot; indicating that local airlines cannot be bought out.&lt;br /&gt;
&lt;br /&gt;
==1. Buy gates==&lt;br /&gt;
&lt;br /&gt;
Each player gets 6 points to spend on adding gates to the board. Unlike setup, if players don&#039;t spend the full 6 points in this phase, they get any excess points added to their score.&lt;br /&gt;
&lt;br /&gt;
==2. Play cards==&lt;br /&gt;
&lt;br /&gt;
Each player plays a card, adds passengers to the airport on that card, and draws a replacement card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per game&#039;&#039;&#039;, each player can use a special action instead of playing a card: add passengers to any one airport, discard any number of cards, then draw back to three cards.&lt;br /&gt;
&lt;br /&gt;
==3. Add more passengers==&lt;br /&gt;
&lt;br /&gt;
One card per player is drawn. Passengers are added to the indicated airports.&lt;br /&gt;
&lt;br /&gt;
==4. Earn income==&lt;br /&gt;
&lt;br /&gt;
Each player scores 1 point per passenger cube in the gates they own. The game tracks this value as your income: you can check your income to know how many passengers you currently control.&lt;br /&gt;
&lt;br /&gt;
==5. Check for end of game==&lt;br /&gt;
&lt;br /&gt;
If any player is out of gates or has at least 100 points, the game ends immediately. (See &#039;&#039;&#039;End-of-game scoring&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==6. Check for government assistance==&lt;br /&gt;
&lt;br /&gt;
If any player has at least 30 points, once per game, the government steps in to assist struggling airports.&lt;br /&gt;
&lt;br /&gt;
===Add passengers===&lt;br /&gt;
&lt;br /&gt;
Each player may add passengers to 1 airport per 3 points they are behind the point leader, &#039;&#039;rounded up&#039;&#039;. For example, if the player in first has 33 points and you have 29, you can choose up to two airports to receive passengers.&lt;br /&gt;
&lt;br /&gt;
Players who are tied for first are skipped.&lt;br /&gt;
&lt;br /&gt;
===Discard cards===&lt;br /&gt;
&lt;br /&gt;
Each player (even the players with the most points) may discard any number of cards.&lt;br /&gt;
&lt;br /&gt;
After players discard, the discard is shuffled into the deck, and each player draws back up to 3 cards.&lt;br /&gt;
&lt;br /&gt;
==7. Add local airline gates==&lt;br /&gt;
&lt;br /&gt;
Any airports that have passengers but no open gates receive a local airline gate in the first slot.&lt;br /&gt;
&lt;br /&gt;
==8. End of round==&lt;br /&gt;
&lt;br /&gt;
The start player marker passes to the next player. The game continues from step 1.&lt;br /&gt;
&lt;br /&gt;
==End-of-game scoring==&lt;br /&gt;
&lt;br /&gt;
For each region, check which player has the highest total gate value. Each gate has a value equal to the large white number on the top right corner of the airport. The player with the highest gate value receives the indicated point bonus for that region. The player with the second highest gate value gets 6 points (except in a 2-player game).&lt;br /&gt;
&lt;br /&gt;
Each player who has not used a special action receives 3 points. The player with the most points is the winner!&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_nothanks&amp;diff=6166</id>
		<title>Tips nothanks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_nothanks&amp;diff=6166"/>
		<updated>2020-11-17T04:48:02Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Initial strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s not possible to win without taking cards (unless you have a very cooperative opponent!), so the trick is to be judicious about what you take. Getting a high-value card isn&#039;t the end of the game for you: if you can take most of the chips in the process, you can still come out ahead.&lt;br /&gt;
&lt;br /&gt;
You usually don&#039;t want to simply pick up a card with no chips on it. Your opponents generally don&#039;t want the cards you want, so it&#039;s worthwhile to send a high-value card around a couple times before you pick it up, even if the card would be part of a run for you. Of course, if it would also benefit an opponent, make sure you take it first!&lt;br /&gt;
&lt;br /&gt;
Try to keep a rough idea of how many chips your opponents have. Don&#039;t get so greedy for chips that you accidentally force an opponent to take a card you really need!&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnothanks&amp;diff=6165</id>
		<title>Gamehelpnothanks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnothanks&amp;diff=6165"/>
		<updated>2020-11-17T04:39:44Z</updated>

		<summary type="html">&lt;p&gt;Mogri: Initial rules page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
The goal of &#039;&#039;No Thanks!&#039;&#039; is to be the player with the fewest points when all cards are taken. (In the BGA adaptation, points are negative.)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player receives 11 chips. Nine cards are removed from the deck (of cards numbered 3-35) at random. The top card of the deck is revealed.&lt;br /&gt;
&lt;br /&gt;
==Play==&lt;br /&gt;
&lt;br /&gt;
On your turn, you may spend a chip or take the card along with all of the chips in the pile. If you spend a chip, your turn ends. If you take the card, the next card is revealed, and your turn continues.&lt;br /&gt;
&lt;br /&gt;
The game ends when the last card is taken.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Your score is the sum of your cards minus the number of chips you have. However, if you have cards with consecutive numbers, only the lowest number is added to your score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; You have 5 chips and cards 3, 10, 11, 12, 13, and 20. Your score is 3 + 10 + 20 - 5 = 28.&lt;br /&gt;
&lt;br /&gt;
The player with the &#039;&#039;lowest&#039;&#039; score is the winner.&lt;/div&gt;</summary>
		<author><name>Mogri</name></author>
	</entry>
</feed>