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	<updated>2026-10-20T21:40:29Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28064</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28064"/>
		<updated>2026-01-13T16:28:20Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The LOOP =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Rules of Procedure ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (after 21 turns).&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
==== Agents ====&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has a unique special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they&#039;re destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Mega-vortexes ====&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl&#039;s special ability lets her &lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.  (If there&#039;s a vortex in that Era, the Artifact is destroyed instead.)&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.&lt;br /&gt;
&lt;br /&gt;
- Dr Foo&#039;s machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo&#039;s era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created!&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
&lt;br /&gt;
During an Agent&#039;s turn, they can perform any number of actions in any combination or order.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Free move:&#039;&#039;&#039; Once per turn, an Agent can move to an adjacent Era for free.  Your Agent card will flip over to show that you&#039;ve used your free move for the turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Move:&#039;&#039;&#039; Your Agent moves to an adjacent era.  This costs one energy cube the first time you do it, two the second time, and so on.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it.  The card is turned sideways to show that it is exhausted.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Do a LOOP:&#039;&#039;&#039;  Like moving, this costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use a Special Ability:&#039;&#039;&#039; Some agents have special abilities that they can use during the Action Phase.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
&lt;br /&gt;
You may take one Artifact card from the Era that you end your turn in.  (You don&#039;t have to if you don&#039;t want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it&#039;s completed!&lt;br /&gt;
&lt;br /&gt;
When the Agents complete their fourth Mission, they win!&lt;br /&gt;
&lt;br /&gt;
Whenever a Mission is completed, all players receive an &#039;&#039;&#039;Attendance Reward&#039;&#039;&#039; (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents &#039;&#039;&#039;must&#039;&#039;&#039; each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.&lt;br /&gt;
&lt;br /&gt;
There are always two active Missions on the board (unless there aren&#039;t any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
&lt;br /&gt;
- Your Agent card flips back to its charged side (if you used your Free Move).&lt;br /&gt;
&lt;br /&gt;
- Your hand is discarded.&lt;br /&gt;
&lt;br /&gt;
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
When starting a solo table, you can choose to play using the official solo rules (which are described here).  You can also choose to play multiple hands using the normal multiplayer rules.&lt;br /&gt;
&lt;br /&gt;
You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.&lt;br /&gt;
&lt;br /&gt;
Before the Action Phase, draw Artifacts one at a time from this combined deck.  If you draw one of an Agent&#039;s starting Artifacts, the card is placed in that Agent&#039;s hand.  Otherwise, you can choose which Agent&#039;s hand the card will be placed in.&lt;br /&gt;
&lt;br /&gt;
When an Agent has three cards in their hand, you take a turn as that Agent.&lt;br /&gt;
&lt;br /&gt;
During the Refresh Phase, only the Agent who just took a turn discards their hand.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== S.A.B.O.T.A.G.E. ===&lt;br /&gt;
&lt;br /&gt;
This is the standard scenario described in the Rules of Procedure.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Standard rules of procedure, no changes or additions.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 1 extra clone at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 3 extra clones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== Supa Sayan Clones ===&lt;br /&gt;
&lt;br /&gt;
==== Supaclones ====&lt;br /&gt;
&lt;br /&gt;
Supaclones count as clones for all game rules.  Just like normal clones, they&#039;re destroyed when they&#039;re moved back to their Origin Era.&lt;br /&gt;
&lt;br /&gt;
The Agents need to destroy all of the Supaclones on the board (in addition to completing four Missions) to win.&lt;br /&gt;
&lt;br /&gt;
When a Supaclone is destroyed, a Perpetual Energy cube is placed on the Era.  A number of normal Clones are also spawned (one for the first Supaclone destroyed, two for the second, and so on).  These Clones are spawned in the Era that the Supaclone was destroyed in, and not the Era that they would normally be spawned in.  If that happens to be their Origin Era, they&#039;re immediately destroyed and not replaced.  (Lucky you!)&lt;br /&gt;
&lt;br /&gt;
==== Perpetual Energy ====&lt;br /&gt;
&lt;br /&gt;
Perpetual Energy, represented by blue cubes, works just like normal Energy, except that it&#039;s not removed from the board when you use it.  The same Perpetual Energy cube can be used multiple times in a single turn.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Draw 3 Supaclones at setup.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 4 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 5 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== L.A.S.E.R. Centrifuges ===&lt;br /&gt;
&lt;br /&gt;
=== Ultramachina ===&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
None yet; ask a question in the game&#039;s forum!&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28063</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28063"/>
		<updated>2026-01-13T16:27:07Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The LOOP =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Rules of Procedure ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (after 21 turns).&lt;br /&gt;
&lt;br /&gt;
=== The board ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
==== Agents ====&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has a unique special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they&#039;re destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Mega-vortexes ====&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl&#039;s special ability lets her &lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.  (If there&#039;s a vortex in that Era, the Artifact is destroyed instead.)&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.&lt;br /&gt;
&lt;br /&gt;
- Dr Foo&#039;s machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo&#039;s era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created!&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
&lt;br /&gt;
During an Agent&#039;s turn, they can perform any number of actions in any combination or order.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Free move:&#039;&#039;&#039; Once per turn, an Agent can move to an adjacent Era for free.  Your Agent card will flip over to show that you&#039;ve used your free move for the turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Move:&#039;&#039;&#039; Your Agent moves to an adjacent era.  This costs one energy cube the first time you do it, two the second time, and so on.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it.  The card is turned sideways to show that it is exhausted.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Do a LOOP:&#039;&#039;&#039;  Like moving, this costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use a Special Ability:&#039;&#039;&#039; Some agents have special abilities that they can use during the Action Phase.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
&lt;br /&gt;
You may take one Artifact card from the Era that you end your turn in.  (You don&#039;t have to if you don&#039;t want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it&#039;s completed!&lt;br /&gt;
&lt;br /&gt;
When the Agents complete their fourth Mission, they win!&lt;br /&gt;
&lt;br /&gt;
Whenever a Mission is completed, all players receive an &#039;&#039;&#039;Attendance Reward&#039;&#039;&#039; (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents &#039;&#039;&#039;must&#039;&#039;&#039; each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.&lt;br /&gt;
&lt;br /&gt;
There are always two active Missions on the board (unless there aren&#039;t any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
&lt;br /&gt;
- Your Agent card flips back to its charged side (if you used your Free Move).&lt;br /&gt;
&lt;br /&gt;
- Your hand is discarded.&lt;br /&gt;
&lt;br /&gt;
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
When starting a solo table, you can choose to play using the official solo rules (which are described here).  You can also choose to play multiple hands using the normal multiplayer rules.&lt;br /&gt;
&lt;br /&gt;
You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.&lt;br /&gt;
&lt;br /&gt;
Before the Action Phase, draw Artifacts one at a time from this combined deck.  If you draw one of an Agent&#039;s starting Artifacts, the card is placed in that Agent&#039;s hand.  Otherwise, you can choose which Agent&#039;s hand the card will be placed in.&lt;br /&gt;
&lt;br /&gt;
When an Agent has three cards in their hand, you take a turn as that Agent.&lt;br /&gt;
&lt;br /&gt;
During the Refresh Phase, only the Agent who just took a turn discards their hand.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== S.A.B.O.T.A.G.E. ===&lt;br /&gt;
&lt;br /&gt;
This is the standard scenario described in the Rules of Procedure.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Standard rules of procedure, no changes or additions.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 1 extra clone at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 3 extra clones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== Supa Sayan Clones ===&lt;br /&gt;
&lt;br /&gt;
==== Supaclones ====&lt;br /&gt;
&lt;br /&gt;
Supaclones count as clones for all game rules.  Just like normal clones, they&#039;re destroyed when they&#039;re moved back to their Origin Era.&lt;br /&gt;
&lt;br /&gt;
The Agents need to destroy all of the Supaclones on the board (in addition to completing four Missions) to win.&lt;br /&gt;
&lt;br /&gt;
When a Supaclone is destroyed, a Perpetual Energy cube is placed on the Era.  A number of normal Clones are also spawned (one for the first Supaclone destroyed, two for the second, and so on).  These Clones are spawned in the Era that the Supaclone was destroyed in, and not the Era that they would normally be spawned in.  If that happens to be their Origin Era, they&#039;re immediately destroyed and not replaced.  (Lucky you!)&lt;br /&gt;
&lt;br /&gt;
==== Perpetual Energy ====&lt;br /&gt;
&lt;br /&gt;
Perpetual Energy, represented by blue cubes, works just like normal Energy, except that it&#039;s not removed from the board when you use it.  The same Perpetual Energy cube can be used multiple times in a single turn.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Draw 3 Supaclones at setup.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 4 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 5 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== L.A.S.E.R. Centrifuges ===&lt;br /&gt;
&lt;br /&gt;
=== Ultramachina ===&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
None yet; ask a question in the game&#039;s forum!&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28062</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28062"/>
		<updated>2026-01-13T16:25:54Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The LOOP =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Rules of Procedure ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (after 21 turns).&lt;br /&gt;
&lt;br /&gt;
=== The board ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
==== Agents ====&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has a unique special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they&#039;re destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Mega-vortexes ====&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl&#039;s special ability lets her &lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.  (If there&#039;s a vortex in that Era, the Artifact is destroyed instead.)&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.&lt;br /&gt;
&lt;br /&gt;
- Dr Foo&#039;s machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo&#039;s era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created!&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
&lt;br /&gt;
During an Agent&#039;s turn, they can perform any number of actions in any combination or order.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Free move:&#039;&#039;&#039; Once per turn, an Agent can move to an adjacent Era for free.  Your Agent card will flip over to show that you&#039;ve used your free move for the turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Move:&#039;&#039;&#039; Your Agent moves to an adjacent era.  This costs one energy cube the first time you do it, two the second time, and so on.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it.  The card is turned sideways to show that it is exhausted.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Do a LOOP&#039;&#039;&#039;.  Like moving, this costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
&lt;br /&gt;
You may take one Artifact card from the Era that you end your turn in.  (You don&#039;t have to if you don&#039;t want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it&#039;s completed!&lt;br /&gt;
&lt;br /&gt;
When the Agents complete their fourth Mission, they win!&lt;br /&gt;
&lt;br /&gt;
Whenever a Mission is completed, all players receive an &#039;&#039;&#039;Attendance Reward&#039;&#039;&#039; (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents &#039;&#039;&#039;must&#039;&#039;&#039; each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.&lt;br /&gt;
&lt;br /&gt;
There are always two active Missions on the board (unless there aren&#039;t any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
&lt;br /&gt;
- Your Agent card flips back to its charged side (if you used your Free Move).&lt;br /&gt;
&lt;br /&gt;
- Your hand is discarded.&lt;br /&gt;
&lt;br /&gt;
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
When starting a solo table, you can choose to play using the official solo rules (which are described here).  You can also choose to play multiple hands using the normal multiplayer rules.&lt;br /&gt;
&lt;br /&gt;
You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.&lt;br /&gt;
&lt;br /&gt;
Before the Action Phase, draw Artifacts one at a time from this combined deck.  If you draw one of an Agent&#039;s starting Artifacts, the card is placed in that Agent&#039;s hand.  Otherwise, you can choose which Agent&#039;s hand the card will be placed in.&lt;br /&gt;
&lt;br /&gt;
When an Agent has three cards in their hand, you take a turn as that Agent.&lt;br /&gt;
&lt;br /&gt;
During the Refresh Phase, only the Agent who just took a turn discards their hand.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== S.A.B.O.T.A.G.E. ===&lt;br /&gt;
&lt;br /&gt;
This is the standard scenario described in the Rules of Procedure.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Standard rules of procedure, no changes or additions.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 1 extra clone at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 3 extra clones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== Supa Sayan Clones ===&lt;br /&gt;
&lt;br /&gt;
==== Supaclones ====&lt;br /&gt;
&lt;br /&gt;
Supaclones count as clones for all game rules.  Just like normal clones, they&#039;re destroyed when they&#039;re moved back to their Origin Era.&lt;br /&gt;
&lt;br /&gt;
The Agents need to destroy all of the Supaclones on the board (in addition to completing four Missions) to win.&lt;br /&gt;
&lt;br /&gt;
When a Supaclone is destroyed, a Perpetual Energy cube is placed on the Era.  A number of normal Clones are also spawned (one for the first Supaclone destroyed, two for the second, and so on).  These Clones are spawned in the Era that the Supaclone was destroyed in, and not the Era that they would normally be spawned in.  If that happens to be their Origin Era, they&#039;re immediately destroyed and not replaced.  (Lucky you!)&lt;br /&gt;
&lt;br /&gt;
==== Perpetual Energy ====&lt;br /&gt;
&lt;br /&gt;
Perpetual Energy, represented by blue cubes, works just like normal Energy, except that it&#039;s not removed from the board when you use it.  The same Perpetual Energy cube can be used multiple times in a single turn.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Draw 3 Supaclones at setup.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 4 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 5 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== L.A.S.E.R. Centrifuges ===&lt;br /&gt;
&lt;br /&gt;
=== Ultramachina ===&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
None yet; ask a question in the game&#039;s forum!&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28061</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28061"/>
		<updated>2026-01-13T16:25:27Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The LOOP =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Rules of Procedure ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (after 21 turns).&lt;br /&gt;
&lt;br /&gt;
=== The board ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
==== Agents ====&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has a unique special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they&#039;re destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Mega-vortexes ====&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl&#039;s special ability lets her &lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.  (If there&#039;s a vortex in that Era, the Artifact is destroyed instead.)&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.&lt;br /&gt;
&lt;br /&gt;
- Dr Foo&#039;s machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo&#039;s era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created!&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
&lt;br /&gt;
During an Agent&#039;s turn, they can perform any number of actions in any combination or order.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Free move:&#039;&#039;&#039; Once per turn, an Agent can move to an adjacent Era for free.  Your Agent card will flip over to show that you&#039;ve used your free move for the turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Move:&#039;&#039;&#039; Your Agent moves to an adjacent era.  This costs one energy cube the first time you do it, two the second time, and so on.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it.  The card is turned sideways to show that it is exhausted.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Do a LOOP&#039;&#039;&#039;.  Like moving, this costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
&lt;br /&gt;
You may take one Artifact card from the Era that you end your turn in.  (You don&#039;t have to if you don&#039;t want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it&#039;s completed!&lt;br /&gt;
&lt;br /&gt;
When the Agents complete their fourth Mission, they win!&lt;br /&gt;
&lt;br /&gt;
Whenever a Mission is completed, all players receive an &#039;&#039;&#039;Attendance Reward&#039;&#039;&#039; (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents &#039;&#039;&#039;must&#039;&#039;&#039; each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.&lt;br /&gt;
&lt;br /&gt;
There are always two active Missions on the board (unless there aren&#039;t any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
&lt;br /&gt;
- Your Agent card flips back to its charged side (if you used your Free Move).&lt;br /&gt;
&lt;br /&gt;
- Your hand is discarded.&lt;br /&gt;
&lt;br /&gt;
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
When starting a solo table, you can choose to play using the official solo rules (which are described here).  You can also choose to play multiple hands using the normal multiplayer rules.&lt;br /&gt;
&lt;br /&gt;
You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.&lt;br /&gt;
&lt;br /&gt;
Before the Action Phase, draw Artifacts one at a time from this combined deck.  If you draw one of an Agent&#039;s starting Artifacts, the card is placed in that Agent&#039;s hand.  Otherwise, you can choose which Agent&#039;s hand the card will be placed in.&lt;br /&gt;
&lt;br /&gt;
When an Agent has three cards in their hand, you take a turn as that Agent.&lt;br /&gt;
&lt;br /&gt;
During the Refresh Phase, only the Agent who just took a turn discards their hand.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== S.A.B.O.T.A.G.E. ===&lt;br /&gt;
&lt;br /&gt;
This is the standard scenario described in the Rules of Procedure.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Standard rules of procedure, no changes or additions.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw +1 clone at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw +3 clone at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== Supa Sayan Clones ===&lt;br /&gt;
&lt;br /&gt;
==== Supaclones ====&lt;br /&gt;
&lt;br /&gt;
Supaclones count as clones for all game rules.  Just like normal clones, they&#039;re destroyed when they&#039;re moved back to their Origin Era.&lt;br /&gt;
&lt;br /&gt;
The Agents need to destroy all of the Supaclones on the board (in addition to completing four Missions) to win.&lt;br /&gt;
&lt;br /&gt;
When a Supaclone is destroyed, a Perpetual Energy cube is placed on the Era.  A number of normal Clones are also spawned (one for the first Supaclone destroyed, two for the second, and so on).  These Clones are spawned in the Era that the Supaclone was destroyed in, and not the Era that they would normally be spawned in.  If that happens to be their Origin Era, they&#039;re immediately destroyed and not replaced.  (Lucky you!)&lt;br /&gt;
&lt;br /&gt;
==== Perpetual Energy ====&lt;br /&gt;
&lt;br /&gt;
Perpetual Energy, represented by blue cubes, works just like normal Energy, except that it&#039;s not removed from the board when you use it.  The same Perpetual Energy cube can be used multiple times in a single turn.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Draw 3 Supaclones at setup.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 4 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 5 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== L.A.S.E.R. Centrifuges ===&lt;br /&gt;
&lt;br /&gt;
=== Ultramachina ===&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
None yet; ask a question in the game&#039;s forum!&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28060</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28060"/>
		<updated>2026-01-13T16:19:45Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The LOOP =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Core rules ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (after 21 turns).&lt;br /&gt;
&lt;br /&gt;
=== The board ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
==== Agents ====&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has a unique special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they&#039;re destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Mega-vortexes ====&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl&#039;s special ability lets her &lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.  (If there&#039;s a vortex in that Era, the Artifact is destroyed instead.)&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.&lt;br /&gt;
&lt;br /&gt;
- Dr Foo&#039;s machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo&#039;s era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created!&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
&lt;br /&gt;
During an Agent&#039;s turn, they can perform any number of actions in any combination or order.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Free move:&#039;&#039;&#039; Once per turn, an Agent can move to an adjacent Era for free.  Your Agent card will flip over to show that you&#039;ve used your free move for the turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Move:&#039;&#039;&#039; Your Agent moves to an adjacent era.  This costs one energy cube the first time you do it, two the second time, and so on.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it.  The card is turned sideways to show that it is exhausted.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Do a LOOP&#039;&#039;&#039;.  Like moving, this costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
&lt;br /&gt;
You may take one Artifact card from the Era that you end your turn in.  (You don&#039;t have to if you don&#039;t want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it&#039;s completed!&lt;br /&gt;
&lt;br /&gt;
When the Agents complete their fourth Mission, they win!&lt;br /&gt;
&lt;br /&gt;
Whenever a Mission is completed, all players receive an &#039;&#039;&#039;Attendance Reward&#039;&#039;&#039; (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents &#039;&#039;&#039;must&#039;&#039;&#039; each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.&lt;br /&gt;
&lt;br /&gt;
There are always two active Missions on the board (unless there aren&#039;t any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
&lt;br /&gt;
- Your Agent card flips back to its charged side (if you used your Free Move).&lt;br /&gt;
&lt;br /&gt;
- Your hand is discarded.&lt;br /&gt;
&lt;br /&gt;
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
When starting a solo table, you can choose to play using the official solo rules (which are described here).  You can also choose to play multiple hands using the normal multiplayer rules.&lt;br /&gt;
&lt;br /&gt;
You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.&lt;br /&gt;
&lt;br /&gt;
Before the Action Phase, draw Artifacts one at a time from this combined deck.  If you draw one of an Agent&#039;s starting Artifacts, the card is placed in that Agent&#039;s hand.  Otherwise, you can choose which Agent&#039;s hand the card will be placed in.&lt;br /&gt;
&lt;br /&gt;
When an Agent has three cards in their hand, you take a turn as that Agent.&lt;br /&gt;
&lt;br /&gt;
During the Refresh Phase, only the Agent who just took a turn discards their hand.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== S.A.B.O.T.A.G.E. ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Supa Sayan Clones ===&lt;br /&gt;
&lt;br /&gt;
=== L.A.S.E.R. Centrifuges ===&lt;br /&gt;
&lt;br /&gt;
=== Ultramachina ===&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
None yet; ask a question in the game&#039;s forum!&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28059</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28059"/>
		<updated>2026-01-13T16:13:30Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The LOOP =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Core rules ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (21 turns).&lt;br /&gt;
&lt;br /&gt;
=== The board ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
=== Agents ===&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has their own special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they&#039;re destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Mega-vortexes ====&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl&#039;s special ability lets her &lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.  (If there&#039;s a vortex in that Era, the Artifact is destroyed instead.)&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.&lt;br /&gt;
&lt;br /&gt;
- Dr Foo&#039;s machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo&#039;s era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created!&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
&lt;br /&gt;
During an Agent&#039;s turn, they can perform any number of actions in any combination or order.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Free move:&#039;&#039;&#039; Once per turn, an Agent can move to an adjacent Era for free.  Your Agent card will flip over to show that you&#039;ve used your free move for the turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Move:&#039;&#039;&#039; Your Agent moves to an adjacent era.  This costs one energy cube the first time you do it, two the second time, and so on.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it.  The card is turned sideways to show that it is exhausted.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Do a LOOP&#039;&#039;&#039;.  Like moving, this costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
&lt;br /&gt;
You may take one Artifact card from the Era that you end your turn in.  (You don&#039;t have to if you don&#039;t want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it&#039;s completed!&lt;br /&gt;
&lt;br /&gt;
When the Agents complete their fourth Mission, they win!&lt;br /&gt;
&lt;br /&gt;
Whenever a Mission is completed, all players receive an &#039;&#039;&#039;Attendance Reward&#039;&#039;&#039; (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents &#039;&#039;&#039;must&#039;&#039;&#039; each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.&lt;br /&gt;
&lt;br /&gt;
There are always two active Missions on the board (unless there aren&#039;t any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
&lt;br /&gt;
- Your Agent card flips back to its charged side (if you used your Free Move).&lt;br /&gt;
&lt;br /&gt;
- Your hand is discarded.&lt;br /&gt;
&lt;br /&gt;
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== S.A.B.O.T.A.G.E. ===&lt;br /&gt;
&lt;br /&gt;
=== Supa Sayan Clones ===&lt;br /&gt;
&lt;br /&gt;
=== L.A.S.E.R. Centrifuges ===&lt;br /&gt;
&lt;br /&gt;
=== Ultramachina ===&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
None yet; ask a question in the game&#039;s forum!&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28043</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28043"/>
		<updated>2026-01-11T14:05:46Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The LOOP ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Core rules ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (21 turns).&lt;br /&gt;
&lt;br /&gt;
=== The board ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
=== Agents ===&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has their own special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates a number of clones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Add Clones and Reveal Artifact:&#039;&#039;&#039; Based on the current Cycle track position, draw Clone tokens (placing them in their designated Eras) and reveal Artifact cards (placing them in their Origin Eras).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Resolve Faux Card:&#039;&#039;&#039; &lt;br /&gt;
# Reveal a Faux card showing which Era Dr. Foo travels to&lt;br /&gt;
# Rotate Dr. Foo&#039;s Machine to point at that Era&lt;br /&gt;
# Drop Rift cubes into the Machine: 2 base + 1 per Clone in that Era&lt;br /&gt;
# Place fallen Rifts in the Rift slots of the Eras where they land&lt;br /&gt;
# If an Era cannot hold all its Rifts, it becomes a &#039;&#039;&#039;Vortex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
Perform any combination of these actions in any order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Move:&#039;&#039;&#039; Spend 1 Energy from your Era to move to an adjacent Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it (turn sideways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C) Do a LOOP:&#039;&#039;&#039; Spend Energy from your Era to ready exhausted cards of one Elementary Dimension:&lt;br /&gt;
* 1st LOOP costs 1 Energy&lt;br /&gt;
* 2nd LOOP costs 2 Energy&lt;br /&gt;
* 3rd LOOP costs 3 Energy (and so on)&lt;br /&gt;
* Black Hole cards can &#039;&#039;&#039;never&#039;&#039;&#039; be readied via LOOP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Move:&#039;&#039;&#039; Once per turn, move to an adjacent Era without spending Energy. Flip your Agent tile to show you&#039;ve used this.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
You may take &#039;&#039;&#039;one&#039;&#039;&#039; available Artifact card from your current Era and place it on top of your draw pile.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
If there&#039;s a revealed Mission in your Era with all required progress slots filled, you may complete it:&lt;br /&gt;
* Remove the Mission tile and place it in the completed pile&lt;br /&gt;
* Return all cubes on it to the supply&lt;br /&gt;
* Reveal a new Mission&lt;br /&gt;
* &#039;&#039;&#039;Attendance Reward:&#039;&#039;&#039; Reveal (players + 1) Artifact cards; each player chooses one to add to their deck, destroy the rest&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
# Flip your Agent tile back to charged (if used)&lt;br /&gt;
# Place all cards from your hand into your discard pile&lt;br /&gt;
# All players draw until they have 3 cards in hand&lt;br /&gt;
# If the Faux deck is empty, start a new Cycle&lt;br /&gt;
&lt;br /&gt;
=== Vortexes ===&lt;br /&gt;
&lt;br /&gt;
When an Era becomes a Vortex:&lt;br /&gt;
# The Mission there is permanently failed and removed&lt;br /&gt;
# Place a Vortex tile in that Era&lt;br /&gt;
# Return all Rift cubes from that Era to the supply&lt;br /&gt;
# Destroy any Artifacts there; no new Artifacts can be placed in this Era&lt;br /&gt;
&lt;br /&gt;
Vortexes cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
=== Clones ===&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s Clones have a fatal weakness: each Clone has a &#039;&#039;&#039;Paradox Era&#039;&#039;&#039; shown in its monocle. If a Clone ever enters its Paradox Era, it is immediately destroyed and returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Clones are primarily moved using Artifact abilities with Clone icons (Pull, Push, Carry, or Destroy effects).&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
* There should always be 2 revealed Missions on the board&lt;br /&gt;
* When a Mission is completed or removed by a Vortex, reveal a new Mission in Dr. Foo&#039;s Era (or the next clockwise Era with an unrevealed tile)&lt;br /&gt;
* Progress is tracked by placing cubes on Mission slots when conditions are met during your Action Phase&lt;br /&gt;
* A Mission can only be completed after finishing your actions while standing in that Mission&#039;s Era&lt;br /&gt;
&lt;br /&gt;
=== Cycles ===&lt;br /&gt;
&lt;br /&gt;
The game lasts up to 3 Cycles. Each Cycle consists of 7 Faux cards being revealed. When the Faux deck empties:&lt;br /&gt;
* Shuffle all 7 Faux cards&lt;br /&gt;
* Place them on the next Cycle track space&lt;br /&gt;
* If there&#039;s no next space (end of 3rd Cycle), the game is lost&lt;br /&gt;
&lt;br /&gt;
=== Navigation Reference ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Your Era:&#039;&#039;&#039; Where your Agent pawn is located&lt;br /&gt;
* &#039;&#039;&#039;Adjacent Eras:&#039;&#039;&#039; The two Eras on either side of any Era (End of Times and Dawn of Time are adjacent)&lt;br /&gt;
* &#039;&#039;&#039;Next Era:&#039;&#039;&#039; Adjacent Era clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Previous Era:&#039;&#039;&#039; Adjacent Era counter-clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Dr. Foo&#039;s Era:&#039;&#039;&#039; The Era the middle chute of Dr. Foo&#039;s Machine points to&lt;br /&gt;
&lt;br /&gt;
=== Artifact Ability Icons ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy:&#039;&#039;&#039; Add Energy cubes to Eras&lt;br /&gt;
* &#039;&#039;&#039;Rift:&#039;&#039;&#039; Remove Rift cubes from Eras&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; Move Agents between Eras&lt;br /&gt;
* &#039;&#039;&#039;Artifact:&#039;&#039;&#039; Draw, discard, reveal, acquire, or destroy Artifact cards&lt;br /&gt;
* &#039;&#039;&#039;Clone:&#039;&#039;&#039; Pull, push, carry, or destroy Clone tokens&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28042</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28042"/>
		<updated>2026-01-11T14:02:58Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The LOOP ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Core rules ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (21 turns).&lt;br /&gt;
&lt;br /&gt;
=== The board ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
=== Agents ===&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has their own special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates a number of clones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Add Clones and Reveal Artifact:&#039;&#039;&#039; Based on the current Cycle track position, draw Clone tokens (placing them in their designated Eras) and reveal Artifact cards (placing them in their Origin Eras).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Resolve Faux Card:&#039;&#039;&#039; &lt;br /&gt;
# Reveal a Faux card showing which Era Dr. Foo travels to&lt;br /&gt;
# Rotate Dr. Foo&#039;s Machine to point at that Era&lt;br /&gt;
# Drop Rift cubes into the Machine: 2 base + 1 per Clone in that Era&lt;br /&gt;
# Place fallen Rifts in the Rift slots of the Eras where they land&lt;br /&gt;
# If an Era cannot hold all its Rifts, it becomes a &#039;&#039;&#039;Vortex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
Perform any combination of these actions in any order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Move:&#039;&#039;&#039; Spend 1 Energy from your Era to move to an adjacent Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it (turn sideways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C) Do a LOOP:&#039;&#039;&#039; Spend Energy from your Era to ready exhausted cards of one Elementary Dimension:&lt;br /&gt;
* 1st LOOP costs 1 Energy&lt;br /&gt;
* 2nd LOOP costs 2 Energy&lt;br /&gt;
* 3rd LOOP costs 3 Energy (and so on)&lt;br /&gt;
* Black Hole cards can &#039;&#039;&#039;never&#039;&#039;&#039; be readied via LOOP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Move:&#039;&#039;&#039; Once per turn, move to an adjacent Era without spending Energy. Flip your Agent tile to show you&#039;ve used this.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
You may take &#039;&#039;&#039;one&#039;&#039;&#039; available Artifact card from your current Era and place it on top of your draw pile.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
If there&#039;s a revealed Mission in your Era with all required progress slots filled, you may complete it:&lt;br /&gt;
* Remove the Mission tile and place it in the completed pile&lt;br /&gt;
* Return all cubes on it to the supply&lt;br /&gt;
* Reveal a new Mission&lt;br /&gt;
* &#039;&#039;&#039;Attendance Reward:&#039;&#039;&#039; Reveal (players + 1) Artifact cards; each player chooses one to add to their deck, destroy the rest&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
# Flip your Agent tile back to charged (if used)&lt;br /&gt;
# Place all cards from your hand into your discard pile&lt;br /&gt;
# All players draw until they have 3 cards in hand&lt;br /&gt;
# If the Faux deck is empty, start a new Cycle&lt;br /&gt;
&lt;br /&gt;
=== Vortexes ===&lt;br /&gt;
&lt;br /&gt;
When an Era becomes a Vortex:&lt;br /&gt;
# The Mission there is permanently failed and removed&lt;br /&gt;
# Place a Vortex tile in that Era&lt;br /&gt;
# Return all Rift cubes from that Era to the supply&lt;br /&gt;
# Destroy any Artifacts there; no new Artifacts can be placed in this Era&lt;br /&gt;
&lt;br /&gt;
Vortexes cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
=== Clones ===&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s Clones have a fatal weakness: each Clone has a &#039;&#039;&#039;Paradox Era&#039;&#039;&#039; shown in its monocle. If a Clone ever enters its Paradox Era, it is immediately destroyed and returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Clones are primarily moved using Artifact abilities with Clone icons (Pull, Push, Carry, or Destroy effects).&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
* There should always be 2 revealed Missions on the board&lt;br /&gt;
* When a Mission is completed or removed by a Vortex, reveal a new Mission in Dr. Foo&#039;s Era (or the next clockwise Era with an unrevealed tile)&lt;br /&gt;
* Progress is tracked by placing cubes on Mission slots when conditions are met during your Action Phase&lt;br /&gt;
* A Mission can only be completed after finishing your actions while standing in that Mission&#039;s Era&lt;br /&gt;
&lt;br /&gt;
=== Cycles ===&lt;br /&gt;
&lt;br /&gt;
The game lasts up to 3 Cycles. Each Cycle consists of 7 Faux cards being revealed. When the Faux deck empties:&lt;br /&gt;
* Shuffle all 7 Faux cards&lt;br /&gt;
* Place them on the next Cycle track space&lt;br /&gt;
* If there&#039;s no next space (end of 3rd Cycle), the game is lost&lt;br /&gt;
&lt;br /&gt;
=== Navigation Reference ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Your Era:&#039;&#039;&#039; Where your Agent pawn is located&lt;br /&gt;
* &#039;&#039;&#039;Adjacent Eras:&#039;&#039;&#039; The two Eras on either side of any Era (End of Times and Dawn of Time are adjacent)&lt;br /&gt;
* &#039;&#039;&#039;Next Era:&#039;&#039;&#039; Adjacent Era clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Previous Era:&#039;&#039;&#039; Adjacent Era counter-clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Dr. Foo&#039;s Era:&#039;&#039;&#039; The Era the middle chute of Dr. Foo&#039;s Machine points to&lt;br /&gt;
&lt;br /&gt;
=== Artifact Ability Icons ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy:&#039;&#039;&#039; Add Energy cubes to Eras&lt;br /&gt;
* &#039;&#039;&#039;Rift:&#039;&#039;&#039; Remove Rift cubes from Eras&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; Move Agents between Eras&lt;br /&gt;
* &#039;&#039;&#039;Artifact:&#039;&#039;&#039; Draw, discard, reveal, acquire, or destroy Artifact cards&lt;br /&gt;
* &#039;&#039;&#039;Clone:&#039;&#039;&#039; Pull, push, carry, or destroy Clone tokens&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28041</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28041"/>
		<updated>2026-01-11T13:40:53Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The LOOP ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Core rules ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (21 turns).&lt;br /&gt;
&lt;br /&gt;
=== Spacetime board ===&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== HQ board ===&lt;br /&gt;
&lt;br /&gt;
=== Agents ===&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has their own special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Agent has their own deck of Artifact cards, split between:&lt;br /&gt;
* &#039;&#039;&#039;Draw Pile:&#039;&#039;&#039; Facedown cards to draw from&lt;br /&gt;
* &#039;&#039;&#039;Hand:&#039;&#039;&#039; Faceup cards (minimum 3) that can be used during your turn&lt;br /&gt;
* &#039;&#039;&#039;Discard Pile:&#039;&#039;&#039; Used cards that will be reshuffled when the draw pile is empty&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).&lt;br /&gt;
&lt;br /&gt;
==== Artifact Dimensions ====&lt;br /&gt;
Each Artifact belongs to one of four Dimensions:&lt;br /&gt;
* &#039;&#039;&#039;Spiral&#039;&#039;&#039; - Elementary dimension&lt;br /&gt;
* &#039;&#039;&#039;Star&#039;&#039;&#039; - Elementary dimension&lt;br /&gt;
* &#039;&#039;&#039;Stripe&#039;&#039;&#039; - Elementary dimension&lt;br /&gt;
* &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - Cannot be readied via LOOP actions&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
Each turn consists of 5 phases in order:&lt;br /&gt;
&lt;br /&gt;
==== I. Faux Phase ====&lt;br /&gt;
Dr. Foo causes trouble:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Add Clones and Reveal Artifact:&#039;&#039;&#039; Based on the current Cycle track position, draw Clone tokens (placing them in their designated Eras) and reveal Artifact cards (placing them in their Origin Eras).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Resolve Faux Card:&#039;&#039;&#039; &lt;br /&gt;
# Reveal a Faux card showing which Era Dr. Foo travels to&lt;br /&gt;
# Rotate Dr. Foo&#039;s Machine to point at that Era&lt;br /&gt;
# Drop Rift cubes into the Machine: 2 base + 1 per Clone in that Era&lt;br /&gt;
# Place fallen Rifts in the Rift slots of the Eras where they land&lt;br /&gt;
# If an Era cannot hold all its Rifts, it becomes a &#039;&#039;&#039;Vortex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
Perform any combination of these actions in any order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Move:&#039;&#039;&#039; Spend 1 Energy from your Era to move to an adjacent Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it (turn sideways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C) Do a LOOP:&#039;&#039;&#039; Spend Energy from your Era to ready exhausted cards of one Elementary Dimension:&lt;br /&gt;
* 1st LOOP costs 1 Energy&lt;br /&gt;
* 2nd LOOP costs 2 Energy&lt;br /&gt;
* 3rd LOOP costs 3 Energy (and so on)&lt;br /&gt;
* Black Hole cards can &#039;&#039;&#039;never&#039;&#039;&#039; be readied via LOOP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Move:&#039;&#039;&#039; Once per turn, move to an adjacent Era without spending Energy. Flip your Agent tile to show you&#039;ve used this.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
You may take &#039;&#039;&#039;one&#039;&#039;&#039; available Artifact card from your current Era and place it on top of your draw pile.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
If there&#039;s a revealed Mission in your Era with all required progress slots filled, you may complete it:&lt;br /&gt;
* Remove the Mission tile and place it in the completed pile&lt;br /&gt;
* Return all cubes on it to the supply&lt;br /&gt;
* Reveal a new Mission&lt;br /&gt;
* &#039;&#039;&#039;Attendance Reward:&#039;&#039;&#039; Reveal (players + 1) Artifact cards; each player chooses one to add to their deck, destroy the rest&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
# Flip your Agent tile back to charged (if used)&lt;br /&gt;
# Place all cards from your hand into your discard pile&lt;br /&gt;
# All players draw until they have 3 cards in hand&lt;br /&gt;
# If the Faux deck is empty, start a new Cycle&lt;br /&gt;
&lt;br /&gt;
=== Vortexes ===&lt;br /&gt;
&lt;br /&gt;
When an Era becomes a Vortex:&lt;br /&gt;
# The Mission there is permanently failed and removed&lt;br /&gt;
# Place a Vortex tile in that Era&lt;br /&gt;
# Return all Rift cubes from that Era to the supply&lt;br /&gt;
# Destroy any Artifacts there; no new Artifacts can be placed in this Era&lt;br /&gt;
&lt;br /&gt;
Vortexes cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
=== Clones ===&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s Clones have a fatal weakness: each Clone has a &#039;&#039;&#039;Paradox Era&#039;&#039;&#039; shown in its monocle. If a Clone ever enters its Paradox Era, it is immediately destroyed and returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Clones are primarily moved using Artifact abilities with Clone icons (Pull, Push, Carry, or Destroy effects).&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
* There should always be 2 revealed Missions on the board&lt;br /&gt;
* When a Mission is completed or removed by a Vortex, reveal a new Mission in Dr. Foo&#039;s Era (or the next clockwise Era with an unrevealed tile)&lt;br /&gt;
* Progress is tracked by placing cubes on Mission slots when conditions are met during your Action Phase&lt;br /&gt;
* A Mission can only be completed after finishing your actions while standing in that Mission&#039;s Era&lt;br /&gt;
&lt;br /&gt;
=== Cycles ===&lt;br /&gt;
&lt;br /&gt;
The game lasts up to 3 Cycles. Each Cycle consists of 7 Faux cards being revealed. When the Faux deck empties:&lt;br /&gt;
* Shuffle all 7 Faux cards&lt;br /&gt;
* Place them on the next Cycle track space&lt;br /&gt;
* If there&#039;s no next space (end of 3rd Cycle), the game is lost&lt;br /&gt;
&lt;br /&gt;
=== Navigation Reference ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Your Era:&#039;&#039;&#039; Where your Agent pawn is located&lt;br /&gt;
* &#039;&#039;&#039;Adjacent Eras:&#039;&#039;&#039; The two Eras on either side of any Era (End of Times and Dawn of Time are adjacent)&lt;br /&gt;
* &#039;&#039;&#039;Next Era:&#039;&#039;&#039; Adjacent Era clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Previous Era:&#039;&#039;&#039; Adjacent Era counter-clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Dr. Foo&#039;s Era:&#039;&#039;&#039; The Era the middle chute of Dr. Foo&#039;s Machine points to&lt;br /&gt;
&lt;br /&gt;
=== Artifact Ability Icons ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy:&#039;&#039;&#039; Add Energy cubes to Eras&lt;br /&gt;
* &#039;&#039;&#039;Rift:&#039;&#039;&#039; Remove Rift cubes from Eras&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; Move Agents between Eras&lt;br /&gt;
* &#039;&#039;&#039;Artifact:&#039;&#039;&#039; Draw, discard, reveal, acquire, or destroy Artifact cards&lt;br /&gt;
* &#039;&#039;&#039;Clone:&#039;&#039;&#039; Pull, push, carry, or destroy Clone tokens&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28040</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=28040"/>
		<updated>2026-01-11T13:26:10Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: Created page with &amp;quot;== The LOOP - Rules Summary ==  &amp;#039;&amp;#039;&amp;#039;The LOOP&amp;#039;&amp;#039;&amp;#039; is a cooperative game where players work as Time Agents to stop the villainous Dr. Foo from destroying Spacetime with his unstable time machine.  === Objective ===  &amp;#039;&amp;#039;&amp;#039;Victory:&amp;#039;&amp;#039;&amp;#039; Complete 4 Missions to destroy Dr. Foo&amp;#039;s Machine.  &amp;#039;&amp;#039;&amp;#039;Defeat:&amp;#039;&amp;#039;&amp;#039; The team loses immediately if any of the following occurs: * A 2nd Vortex is placed in any single Era * A 4th Vortex is placed anywhere on the board * The end of the 3rd Cycle is reac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The LOOP - Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a cooperative game where players work as Time Agents to stop the villainous Dr. Foo from destroying Spacetime with his unstable time machine.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete 4 Missions to destroy Dr. Foo&#039;s Machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The team loses immediately if any of the following occurs:&lt;br /&gt;
* A 2nd Vortex is placed in any single Era&lt;br /&gt;
* A 4th Vortex is placed anywhere on the board&lt;br /&gt;
* The end of the 3rd Cycle is reached without completing 4 Missions&lt;br /&gt;
&lt;br /&gt;
=== Key Concepts ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime Board ====&lt;br /&gt;
The board consists of 7 Great Eras arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).&lt;br /&gt;
&lt;br /&gt;
==== Agent Decks ====&lt;br /&gt;
Each Agent has their own deck of Artifact cards, split between:&lt;br /&gt;
* &#039;&#039;&#039;Draw Pile:&#039;&#039;&#039; Facedown cards to draw from&lt;br /&gt;
* &#039;&#039;&#039;Hand:&#039;&#039;&#039; Faceup cards (minimum 3) that can be used during your turn&lt;br /&gt;
* &#039;&#039;&#039;Discard Pile:&#039;&#039;&#039; Used cards that will be reshuffled when the draw pile is empty&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).&lt;br /&gt;
&lt;br /&gt;
==== Artifact Dimensions ====&lt;br /&gt;
Each Artifact belongs to one of four Dimensions:&lt;br /&gt;
* &#039;&#039;&#039;Spiral&#039;&#039;&#039; - Elementary dimension&lt;br /&gt;
* &#039;&#039;&#039;Star&#039;&#039;&#039; - Elementary dimension&lt;br /&gt;
* &#039;&#039;&#039;Stripe&#039;&#039;&#039; - Elementary dimension&lt;br /&gt;
* &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - Cannot be readied via LOOP actions&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
Each turn consists of 5 phases in order:&lt;br /&gt;
&lt;br /&gt;
==== I. Faux Phase ====&lt;br /&gt;
Dr. Foo causes trouble:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Add Clones and Reveal Artifact:&#039;&#039;&#039; Based on the current Cycle track position, draw Clone tokens (placing them in their designated Eras) and reveal Artifact cards (placing them in their Origin Eras).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Resolve Faux Card:&#039;&#039;&#039; &lt;br /&gt;
# Reveal a Faux card showing which Era Dr. Foo travels to&lt;br /&gt;
# Rotate Dr. Foo&#039;s Machine to point at that Era&lt;br /&gt;
# Drop Rift cubes into the Machine: 2 base + 1 per Clone in that Era&lt;br /&gt;
# Place fallen Rifts in the Rift slots of the Eras where they land&lt;br /&gt;
# If an Era cannot hold all its Rifts, it becomes a &#039;&#039;&#039;Vortex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
Perform any combination of these actions in any order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A) Move:&#039;&#039;&#039; Spend 1 Energy from your Era to move to an adjacent Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B) Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it (turn sideways).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C) Do a LOOP:&#039;&#039;&#039; Spend Energy from your Era to ready exhausted cards of one Elementary Dimension:&lt;br /&gt;
* 1st LOOP costs 1 Energy&lt;br /&gt;
* 2nd LOOP costs 2 Energy&lt;br /&gt;
* 3rd LOOP costs 3 Energy (and so on)&lt;br /&gt;
* Black Hole cards can &#039;&#039;&#039;never&#039;&#039;&#039; be readied via LOOP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Move:&#039;&#039;&#039; Once per turn, move to an adjacent Era without spending Energy. Flip your Agent tile to show you&#039;ve used this.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
You may take &#039;&#039;&#039;one&#039;&#039;&#039; available Artifact card from your current Era and place it on top of your draw pile.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
If there&#039;s a revealed Mission in your Era with all required progress slots filled, you may complete it:&lt;br /&gt;
* Remove the Mission tile and place it in the completed pile&lt;br /&gt;
* Return all cubes on it to the supply&lt;br /&gt;
* Reveal a new Mission&lt;br /&gt;
* &#039;&#039;&#039;Attendance Reward:&#039;&#039;&#039; Reveal (players + 1) Artifact cards; each player chooses one to add to their deck, destroy the rest&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
# Flip your Agent tile back to charged (if used)&lt;br /&gt;
# Place all cards from your hand into your discard pile&lt;br /&gt;
# All players draw until they have 3 cards in hand&lt;br /&gt;
# If the Faux deck is empty, start a new Cycle&lt;br /&gt;
&lt;br /&gt;
=== Vortexes ===&lt;br /&gt;
&lt;br /&gt;
When an Era becomes a Vortex:&lt;br /&gt;
# The Mission there is permanently failed and removed&lt;br /&gt;
# Place a Vortex tile in that Era&lt;br /&gt;
# Return all Rift cubes from that Era to the supply&lt;br /&gt;
# Destroy any Artifacts there; no new Artifacts can be placed in this Era&lt;br /&gt;
&lt;br /&gt;
Vortexes cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
=== Clones ===&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s Clones have a fatal weakness: each Clone has a &#039;&#039;&#039;Paradox Era&#039;&#039;&#039; shown in its monocle. If a Clone ever enters its Paradox Era, it is immediately destroyed and returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Clones are primarily moved using Artifact abilities with Clone icons (Pull, Push, Carry, or Destroy effects).&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
* There should always be 2 revealed Missions on the board&lt;br /&gt;
* When a Mission is completed or removed by a Vortex, reveal a new Mission in Dr. Foo&#039;s Era (or the next clockwise Era with an unrevealed tile)&lt;br /&gt;
* Progress is tracked by placing cubes on Mission slots when conditions are met during your Action Phase&lt;br /&gt;
* A Mission can only be completed after finishing your actions while standing in that Mission&#039;s Era&lt;br /&gt;
&lt;br /&gt;
=== Cycles ===&lt;br /&gt;
&lt;br /&gt;
The game lasts up to 3 Cycles. Each Cycle consists of 7 Faux cards being revealed. When the Faux deck empties:&lt;br /&gt;
* Shuffle all 7 Faux cards&lt;br /&gt;
* Place them on the next Cycle track space&lt;br /&gt;
* If there&#039;s no next space (end of 3rd Cycle), the game is lost&lt;br /&gt;
&lt;br /&gt;
=== Navigation Reference ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Your Era:&#039;&#039;&#039; Where your Agent pawn is located&lt;br /&gt;
* &#039;&#039;&#039;Adjacent Eras:&#039;&#039;&#039; The two Eras on either side of any Era (End of Times and Dawn of Time are adjacent)&lt;br /&gt;
* &#039;&#039;&#039;Next Era:&#039;&#039;&#039; Adjacent Era clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Previous Era:&#039;&#039;&#039; Adjacent Era counter-clockwise from your position&lt;br /&gt;
* &#039;&#039;&#039;Dr. Foo&#039;s Era:&#039;&#039;&#039; The Era the middle chute of Dr. Foo&#039;s Machine points to&lt;br /&gt;
&lt;br /&gt;
=== Artifact Ability Icons ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy:&#039;&#039;&#039; Add Energy cubes to Eras&lt;br /&gt;
* &#039;&#039;&#039;Rift:&#039;&#039;&#039; Remove Rift cubes from Eras&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; Move Agents between Eras&lt;br /&gt;
* &#039;&#039;&#039;Artifact:&#039;&#039;&#039; Draw, discard, reveal, acquire, or destroy Artifact cards&lt;br /&gt;
* &#039;&#039;&#039;Clone:&#039;&#039;&#039; Pull, push, carry, or destroy Clone tokens&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21426</id>
		<title>Gamehelptheshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21426"/>
		<updated>2024-06-02T13:58:29Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The Shipwreck Arcana&#039;&#039; is about cleverly conveying information.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a cooperative game; the players win or lose together.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;reach 7 doom&#039;&#039;&#039; (as indicated by the red tracking token around &#039;&#039;&#039;The Hours&#039;&#039;&#039;), they lose.  (In the &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; variant, the players lose if the deck is empty and they need to draw a card.)&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;score 7 points&#039;&#039;&#039; (as indicated by the green tracking token), they win.&lt;br /&gt;
==Rules summary==&lt;br /&gt;
The Meromorph Games website also has a [https://www.meromorphgames.com/shipwreck-arcana/rules rules summary].&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;fate&#039;&#039;&#039; is a token numbered 1 through 7.  There are three of each fate (so, 21 fate tokens total) in a bag that players drawn from.  Discarded fates are returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Each player has a &#039;&#039;&#039;number-line&#039;&#039;&#039; of tokens numbered 1 through 7 in their color.  Players cannot interact with their own number-lines; they&#039;re used by the rest of the group to help keep track of what the group knows.  They have no direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
Four &#039;&#039;&#039;arcana cards&#039;&#039;&#039; are active (in play) at any given time.  Fates played on the arcana cards are called &#039;&#039;&#039;visible fates&#039;&#039;&#039;.  Whenever an arcana card is removed from play, any visible fates on it are discarded and returned to the bag, and it is replaced with the top card of the deck.&lt;br /&gt;
&lt;br /&gt;
Each fate has a number of &#039;&#039;&#039;hours&#039;&#039;&#039; (&amp;quot;pips&amp;quot;, or ♢) shown on its right side.  (Fates numbered 1 through 3 have one pip; 4 through 6 have two pips; and 7 has three pips.). Each arcana card has a &#039;&#039;&#039;duration&#039;&#039;&#039;, indicated by the number of moons shown near its bottom edge.  When the number of hours (pips) of visible fates on an arcana card is greater than or equal to its duration, that arcana card will &#039;&#039;&#039;fade&#039;&#039;&#039; at the end of the turn.  Faded arcana cards become single-use &#039;&#039;&#039;faded powers&#039;&#039;&#039; that can help the group.  See &amp;quot;Faded powers&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
To the left of the active arcana cards is &#039;&#039;&#039;The Hours&#039;&#039;&#039;, which looks like an arcana card but is not considered one (per the official rules).  Players may play a fate on &#039;&#039;&#039;The Hours&#039;&#039;&#039; only if they cannot play a fate anywhere else; those fates move to the leftmost arcana card (which may cause that card to fade).  Tracking tokens around &#039;&#039;&#039;The Hours&#039;&#039;&#039; are used to indicate the group&#039;s current doom and score.&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
On each turn, one player (or, in the &#039;&#039;&#039;Two-player Challenge Variant&#039;&#039;&#039;, one hand) is the active player.  The rest of the players are &amp;quot;the group&amp;quot;.  &#039;&#039;&#039;The active player may not communicate with the group in any way except by using faded powers and playing a fate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn is split into several phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; The active player &#039;&#039;&#039;draws&#039;&#039;&#039; new fates until they have two in their hand.  These are secret from the other players.&lt;br /&gt;
&lt;br /&gt;
- The active player &#039;&#039;&#039;plays&#039;&#039;&#039; one fate on an arcana card, obeying its text.&lt;br /&gt;
&lt;br /&gt;
- The group is allowed to discuss openly and then may &#039;&#039;&#039;predict&#039;&#039;&#039; (guess) what the active player&#039;s remaining fate is (or may pass). &lt;br /&gt;
&lt;br /&gt;
- If a prediction was made, then it is &#039;&#039;&#039;resolved&#039;&#039;&#039;.  Correct predictions score one point; incorrect predictions give one doom. &lt;br /&gt;
&lt;br /&gt;
- Then, each arcana card is checked to see if it will &#039;&#039;&#039;fade&#039;&#039;&#039;.  When a card fades, any visible fates on it are discarded, it is replaced with a card from the deck, and it is flipped over.  The back of each card shows a &#039;&#039;&#039;faded power&#039;&#039;&#039; that the players may use to help themselves.  If a card fades on a turn when a correct prediction was not made, it will give two doom! &lt;br /&gt;
&lt;br /&gt;
Then, the next player becomes the active player, draws until they have two fates, and the game continues!. &lt;br /&gt;
&lt;br /&gt;
== Arcana cards ==&lt;br /&gt;
For more details on how each arcana card is intended to work, take a look at [https://www.meromorphgames.com/shipwreck-arcana/cards the official Meromorph Games FAQ], which is excellent!&lt;br /&gt;
&lt;br /&gt;
==Faded powers==&lt;br /&gt;
&lt;br /&gt;
When a card fades, it becomes a faded power that the players can use to help themselves.  The available faded powers are shown below the active arcana cards.&lt;br /&gt;
&lt;br /&gt;
At most &#039;&#039;&#039;one&#039;&#039;&#039; faded power can be used per turn, regardless of who uses it.&lt;br /&gt;
&lt;br /&gt;
Most faded powers can be used in one of four windows.  There are powers that the active player can use either &#039;&#039;&#039;before playing&#039;&#039;&#039; or &#039;&#039;&#039;after playing&#039;&#039;&#039; their fate, and there are powers that the group (the remaining players) can use either &#039;&#039;&#039;before making a prediction&#039;&#039;&#039; or &#039;&#039;&#039;after making a prediction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are two faded powers that &#039;&#039;&#039;attach&#039;&#039;&#039; to an arcana card and change how it behaves.  The name of any attached powers are shown just above the active arcana card that they&#039;re attached to.&lt;br /&gt;
&lt;br /&gt;
For more details on how each faded power is intended to work, take a look at [https://www.meromorphgames.com/shipwreck-arcana/powers the official Meromorph Games FAQ], which is excellent!&lt;br /&gt;
&lt;br /&gt;
==Interface notes==&lt;br /&gt;
&lt;br /&gt;
In your hand(s), just-drawn fates are shown with a blue border.  Some arcana cards and faded powers (such as &#039;&#039;&#039;Shells&#039;&#039;&#039; (&#039;&#039;Old?&#039;&#039;)) behave differently if a fate has been drawn this turn or not.&lt;br /&gt;
&lt;br /&gt;
The visible fate that was played most recently is shown with a blue border.&lt;br /&gt;
&lt;br /&gt;
A fate that has been selected (for example, as the target of a faded power) is shown with a red border.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===The Restless Hours===&lt;br /&gt;
In this higher-difficulty variant, &#039;&#039;&#039;The Hours&#039;&#039;&#039; is replaced with &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039;.  Before the game starts, 15 cards will be chosen at random from the selected card set(s) to create the arcana deck, and discarded cards are not returned to the deck.&lt;br /&gt;
&lt;br /&gt;
There is no doom tracker in this variant; instead, players lose if they need to draw an arcana card and the deck is empty.  An arcana card is removed from the bottom of the deck each time the players&#039; doom would advance.&lt;br /&gt;
&lt;br /&gt;
Both fading and things that would normally give doom bring the players closer to defeat; be careful!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; is an official promo card.&lt;br /&gt;
&lt;br /&gt;
===Two-player Challenge Mode===&lt;br /&gt;
In this higher-difficulty variant, each player plays two hands (labeled &amp;quot;A&amp;quot; and &amp;quot;B&amp;quot;).  They will alternate between those hands on each of their turns.  Hidden fates for each hand are kept separate.&lt;br /&gt;
&lt;br /&gt;
The extra turns will put more pressure on arcana cards to fade.  See the official rulebook for details.&lt;br /&gt;
&lt;br /&gt;
As its name suggests, this option is only available when there are exactly two players at the table.&lt;br /&gt;
&lt;br /&gt;
==Common questions==&lt;br /&gt;
- When an arcana card&#039;s text refers to &amp;quot;&#039;&#039;my&#039;&#039; visible fates&amp;quot;, that refers to visible fates played on that specific arcana card.  Visible fates on other arcana cards are not included.&lt;br /&gt;
&lt;br /&gt;
- If something allows the group to make multiple predictions, they get one doom only if &#039;&#039;none&#039;&#039; of those predictions are correct.  (They do not get one doom per incorrect prediction.)&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
&lt;br /&gt;
- Show pictures of the above, plus &amp;quot;pips&amp;quot;, the numberline, fate tokens, etc.  (This should probably wait until we have the final token assets in place!)&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_theshipwreckarcana&amp;diff=21409</id>
		<title>Tips theshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_theshipwreckarcana&amp;diff=21409"/>
		<updated>2024-05-30T15:42:47Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: Create page with link to Meromorph Games website&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is some [https://www.meromorphgames.com/shipwreck-arcana/strategy strategy advice] on the Meromorph Games website.&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21408</id>
		<title>Gamehelptheshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21408"/>
		<updated>2024-05-30T15:41:33Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: Flesh out game-help page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The Shipwreck Arcana&#039;&#039; is about cleverly conveying information.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a cooperative game; the players win or lose together.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;reach 7 doom&#039;&#039;&#039; (as indicated by the red tracking token around &#039;&#039;&#039;The Hours&#039;&#039;&#039;), they lose.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;score 7 points&#039;&#039;&#039; (as indicated by the green tracking token), they win.&lt;br /&gt;
==Rules summary==&lt;br /&gt;
The Meromorph Games website also has a [https://www.meromorphgames.com/shipwreck-arcana/rules rules summary].&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;fate&#039;&#039;&#039; is a token numbered 1 through 7.  There are three of each fate (so, 21 fate tokens total) in a bag that players drawn from.  Discarded fates are returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Each player has a &#039;&#039;&#039;number-line&#039;&#039;&#039; of tokens numbered 1 through 7 in their color.  Players cannot interact with their own number-lines; they&#039;re used by the rest of the group to help keep track of what the group knows.  They have no direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
Four &#039;&#039;&#039;arcana cards&#039;&#039;&#039; are active (in play) at any given time.  Fates played on the arcana cards are called &#039;&#039;&#039;visible fates&#039;&#039;&#039;.  Whenever an arcana card is removed from play, any visible fates on it are discarded and returned to the bag, and it is replaced with the top card of the deck.&lt;br /&gt;
&lt;br /&gt;
Each fate has a number of &#039;&#039;&#039;hours&#039;&#039;&#039; (&amp;quot;pips&amp;quot;, or ♢) shown on its right side.  (Fates numbered 1 through 3 have one pip; 4 through 6 have two pips; and 7 has three pips.). Each arcana card has a &#039;&#039;&#039;duration&#039;&#039;&#039;, indicated by the number of moons shown near its bottom edge.  When the number of hours (pips) of visible fates on an arcana card is greater than or equal to its duration, that arcana card will &#039;&#039;&#039;fade&#039;&#039;&#039; at the end of the turn.  Faded arcana cards become single-use &#039;&#039;&#039;faded powers&#039;&#039;&#039; that can help the group.  See &amp;quot;Faded powers&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
To the left of the active arcana cards is &#039;&#039;&#039;The Hours&#039;&#039;&#039;, which looks like an arcana card but is not considered one (per the official rules).  Players may play a fate on &#039;&#039;&#039;The Hours&#039;&#039;&#039; only if they cannot play a fate anywhere else; those fates move to the leftmost arcana card (which may cause that card to fade).  Tracking tokens around &#039;&#039;&#039;The Hours&#039;&#039;&#039; are used to indicate the group&#039;s current doom and score.&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
On each turn, one player (or, in the &#039;&#039;&#039;Two-player Challenge Variant&#039;&#039;&#039;, one hand) is the active player.  The rest of the players are &amp;quot;the group&amp;quot;.  &#039;&#039;&#039;The active player may not communicate with the group in any way except by using faded powers and playing a fate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn is split into several phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; The active player &#039;&#039;&#039;draws&#039;&#039;&#039; new fates until they have two in their hand.  These are secret from the other players.&lt;br /&gt;
&lt;br /&gt;
- The active player &#039;&#039;&#039;plays&#039;&#039;&#039; one fate on an arcana card, obeying its text.&lt;br /&gt;
&lt;br /&gt;
- The group is allowed to discuss openly and then may &#039;&#039;&#039;predict&#039;&#039;&#039; (guess) what the active player&#039;s remaining fate is (or may pass). &lt;br /&gt;
&lt;br /&gt;
- If a prediction was made, then it is &#039;&#039;&#039;resolved&#039;&#039;&#039;.  Correct predictions score one point; incorrect predictions give one doom. &lt;br /&gt;
&lt;br /&gt;
- Then, each arcana card is checked to see if it will &#039;&#039;&#039;fade&#039;&#039;&#039;.  When a card fades, any visible fates on it are discarded, it is replaced with a card from the deck, and it is flipped over.  The back of each card shows a &#039;&#039;&#039;faded power&#039;&#039;&#039; that the players may use to help themselves.  If a card fades on a turn when a correct prediction was not made, it will give two doom! &lt;br /&gt;
&lt;br /&gt;
Then, the next player becomes the active player, draws until they have two fates, and the game continues!. &lt;br /&gt;
&lt;br /&gt;
== Arcana cards ==&lt;br /&gt;
For more details on how each arcana card is intended to work, take a look at [https://www.meromorphgames.com/shipwreck-arcana/cards the official Meromorph Games FAQ], which is excellent!&lt;br /&gt;
&lt;br /&gt;
==Faded powers==&lt;br /&gt;
&lt;br /&gt;
When a card fades, it becomes a faded power that the players can use to help themselves.  The available faded powers are shown below the active arcana cards.&lt;br /&gt;
&lt;br /&gt;
At most &#039;&#039;&#039;one&#039;&#039;&#039; faded power can be used per turn, regardless of who uses it.&lt;br /&gt;
&lt;br /&gt;
Most faded powers can be used in one of four windows.  There are powers that the active player can use either &#039;&#039;&#039;before playing&#039;&#039;&#039; or &#039;&#039;&#039;after playing&#039;&#039;&#039; their fate, and there are powers that the group (the remaining players) can use either &#039;&#039;&#039;before making a prediction&#039;&#039;&#039; or &#039;&#039;&#039;after making a prediction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are two faded powers that &#039;&#039;&#039;attach&#039;&#039;&#039; to an arcana card and change how it behaves.  The name of any attached powers are shown just above the active arcana card that they&#039;re attached to.&lt;br /&gt;
&lt;br /&gt;
For more details on how each faded power is intended to work, take a look at [https://www.meromorphgames.com/shipwreck-arcana/powers the official Meromorph Games FAQ], which is excellent!&lt;br /&gt;
&lt;br /&gt;
==Interface notes==&lt;br /&gt;
&lt;br /&gt;
In your hand(s), just-drawn fates are shown with a blue border.  Some arcana cards and faded powers (such as &#039;&#039;&#039;Shells&#039;&#039;&#039; (&#039;&#039;Old?&#039;&#039;)) behave differently if a fate has been drawn this turn or not.&lt;br /&gt;
&lt;br /&gt;
The visible fate that was played most recently is shown with a blue border.&lt;br /&gt;
&lt;br /&gt;
A fate that has been selected (for example, as the target of a faded power) is shown with a red border.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===The Restless Hours===&lt;br /&gt;
In this higher-difficulty variant, &#039;&#039;&#039;The Hours&#039;&#039;&#039; is replaced with &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039;.  Before the game starts, 15 cards will be chosen at random from the selected card set(s) to create the arcana deck, and discarded cards are not returned to the deck.&lt;br /&gt;
&lt;br /&gt;
There is no doom tracker in this variant; instead, players lose if they need to draw an arcana card and the deck is empty.  An arcana card is removed from the bottom of the deck each time the players&#039; doom would advance.&lt;br /&gt;
&lt;br /&gt;
Both fading and things that would normally give doom bring the players closer to defeat; be careful!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; is an official promo card.&lt;br /&gt;
&lt;br /&gt;
===Two-player Challenge Mode===&lt;br /&gt;
In this higher-difficulty variant, each player plays two hands (labeled &amp;quot;A&amp;quot; and &amp;quot;B&amp;quot;).  They will alternate between those hands on each of their turns.  Hidden fates for each hand are kept separate.&lt;br /&gt;
&lt;br /&gt;
The extra turns will put more pressure on arcana cards to fade.  See the official rulebook for details.&lt;br /&gt;
&lt;br /&gt;
As its name suggests, this option is only available when there are exactly two players at the table.&lt;br /&gt;
&lt;br /&gt;
==Common questions==&lt;br /&gt;
- When an arcana card&#039;s text refers to &amp;quot;&#039;&#039;my&#039;&#039; visible fates&amp;quot;, that refers to visible fates played on that specific arcana card.  Visible fates on other arcana cards are not included.&lt;br /&gt;
&lt;br /&gt;
- If something allows the group to make multiple predictions, they get one doom only if &#039;&#039;none&#039;&#039; of those predictions are correct.  (They do not get one doom per incorrect prediction.)&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
&lt;br /&gt;
- Show pictures of the above, plus &amp;quot;pips&amp;quot;, the numberline, fate tokens, etc.  (This should probably wait until we have the final token assets in place!)&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21407</id>
		<title>Gamehelptheshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21407"/>
		<updated>2024-05-30T15:38:41Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The Shipwreck Arcana&#039;&#039; is about cleverly conveying information.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a cooperative game; the players win or lose together.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;reach 7 doom&#039;&#039;&#039; (as indicated by the red tracking token around &#039;&#039;&#039;The Hours&#039;&#039;&#039;), they lose.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;score 7 points&#039;&#039;&#039; (as indicated by the green tracking token), they win.&lt;br /&gt;
==Rules summary==&lt;br /&gt;
The Meromorph Games website also has a [https://www.meromorphgames.com/shipwreck-arcana/rules rules summary].&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;fate&#039;&#039;&#039; is a token numbered 1 through 7.  There are three of each fate (so, 21 fate tokens total) in a bag that players drawn from.  Discarded fates are returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Each player has a &#039;&#039;&#039;number-line&#039;&#039;&#039; of tokens numbered 1 through 7 in their color.  Players cannot interact with their own number-lines; they&#039;re used by the rest of the group to help keep track of what the group knows.  They have no direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
Four &#039;&#039;&#039;arcana cards&#039;&#039;&#039; are active (in play) at any given time.  Fates played on the arcana cards are called &#039;&#039;&#039;visible fates&#039;&#039;&#039;.  Whenever an arcana card is removed from play, any visible fates on it are discarded and returned to the bag, and it is replaced with the top card of the deck.&lt;br /&gt;
&lt;br /&gt;
Each fate has a number of &#039;&#039;&#039;hours&#039;&#039;&#039; (&amp;quot;pips&amp;quot;, or ♢) shown on its right side.  (Fates numbered 1 through 3 have one pip; 4 through 6 have two pips; and 7 has three pips.). Each arcana card has a &#039;&#039;&#039;duration&#039;&#039;&#039;, indicated by the number of moons shown near its bottom edge.  When the number of hours (pips) of visible fates on an arcana card is greater than or equal to its duration, that arcana card will &#039;&#039;&#039;fade&#039;&#039;&#039; at the end of the turn.  Faded arcana cards become single-use &#039;&#039;&#039;faded powers&#039;&#039;&#039; that can help the group.  See &amp;quot;Faded powers&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
To the left of the active arcana cards is &#039;&#039;&#039;The Hours&#039;&#039;&#039;, which looks like an arcana card but is not considered one (per the official rules).  Players may play a fate on &#039;&#039;&#039;The Hours&#039;&#039;&#039; only if they cannot play a fate anywhere else; those fates move to the leftmost arcana card (which may cause that card to fade).  Tracking tokens around &#039;&#039;&#039;The Hours&#039;&#039;&#039; are used to indicate the group&#039;s current doom and score.&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
On each turn, one player (or, in the &#039;&#039;&#039;Two-player Challenge Variant&#039;&#039;&#039;, one hand) is the active player.  The rest of the players are &amp;quot;the group&amp;quot;.  &#039;&#039;&#039;The active player may not communicate with the group in any way except by using faded powers and playing a fate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn is split into several phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; The active player &#039;&#039;&#039;draws&#039;&#039;&#039; new fates until they have two in their hand.  These are secret from the other players.&lt;br /&gt;
&lt;br /&gt;
- The active player &#039;&#039;&#039;plays&#039;&#039;&#039; one fate on an arcana card, obeying its text.&lt;br /&gt;
&lt;br /&gt;
- The group is allowed to discuss openly and then may &#039;&#039;&#039;predict&#039;&#039;&#039; (guess) what the active player&#039;s remaining fate is (or may pass). &lt;br /&gt;
&lt;br /&gt;
- If a prediction was made, then it is &#039;&#039;&#039;resolved&#039;&#039;&#039;.  Correct predictions score one point; incorrect predictions give one doom. &lt;br /&gt;
&lt;br /&gt;
- Then, each arcana card is checked to see if it will &#039;&#039;&#039;fade&#039;&#039;&#039;.  When a card fades, any visible fates on it are discarded, it is replaced with a card from the deck, and it is flipped over.  The back of each card shows a &#039;&#039;&#039;faded power&#039;&#039;&#039; that the players may use to help themselves.  If a card fades on a turn when a correct prediction was not made, it will give two doom! &lt;br /&gt;
&lt;br /&gt;
Then, the next player becomes the active player, draws until they have two fates, and the game continues!. &lt;br /&gt;
&lt;br /&gt;
== Arcana cards ==&lt;br /&gt;
For more details on how each arcana card is intended to work, take a look at [https://www.meromorphgames.com/shipwreck-arcana/cards the official Meromorph Games FAQ], which is excellent!&lt;br /&gt;
&lt;br /&gt;
==Faded powers==&lt;br /&gt;
&lt;br /&gt;
When a card fades, it becomes a faded power that the players can use to help themselves.  The available faded powers are shown below the active arcana cards.&lt;br /&gt;
&lt;br /&gt;
A card fades when the number of pips on the fates below it equal or exceed the quantity of moons it displays e.g. a card with 3 moons will fade when the pips equal 3+&lt;br /&gt;
&lt;br /&gt;
First, discard all fates below it back to the bag&lt;br /&gt;
&lt;br /&gt;
Flip it and drop it down to the lower row&lt;br /&gt;
&lt;br /&gt;
Advance Doom by 2 UNLESS a correct prediction occurred this turn&lt;br /&gt;
&lt;br /&gt;
Draw a new card for the empty space.&lt;br /&gt;
&lt;br /&gt;
NOTE: Fates played to The Hours move to the card directly to the right of it, which MAY trigger its fading&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the normal game, discarded arcana cards are returned to the bottom of the deck.  In the &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; variant, they are removed from the game.&lt;br /&gt;
&lt;br /&gt;
Powers&lt;br /&gt;
&lt;br /&gt;
- Most can be used in one of four &#039;windows&#039;.&lt;br /&gt;
&lt;br /&gt;
- Attachments&lt;br /&gt;
&lt;br /&gt;
- At most one per round&lt;br /&gt;
&lt;br /&gt;
- Link to the official Meromorph FAQs, which are great.&lt;br /&gt;
&lt;br /&gt;
For more details on how each faded power is intended to work, take a look at [https://www.meromorphgames.com/shipwreck-arcana/powers the official Meromorph Games FAQ], which is excellent!&lt;br /&gt;
&lt;br /&gt;
==Interface notes==&lt;br /&gt;
&lt;br /&gt;
In your hand(s), just-drawn fates are shown with a blue border.  Some arcana cards and faded powers (such as &#039;&#039;&#039;Shells&#039;&#039;&#039; (&#039;&#039;Old?&#039;&#039;)) behave differently if a fate has been drawn this turn or not.&lt;br /&gt;
&lt;br /&gt;
The visible fate that was played most recently is shown with a blue border.&lt;br /&gt;
&lt;br /&gt;
A fate that has been selected (for example, as the target of a faded power) is shown with a red border.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===The Restless Hours===&lt;br /&gt;
In this higher-difficulty variant, &#039;&#039;&#039;The Hours&#039;&#039;&#039; is replaced with &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039;.  Before the game starts, 15 cards will be chosen at random from the selected card set(s) to create the arcana deck, and discarded cards are not returned to the deck.&lt;br /&gt;
&lt;br /&gt;
There is no doom tracker in this variant; instead, players lose if they need to draw an arcana card and the deck is empty.  An arcana card is removed from the bottom of the deck each time the players&#039; doom would advance.&lt;br /&gt;
&lt;br /&gt;
Both fading and things that would normally give doom bring the players closer to defeat; be careful!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; is an official promo card.&lt;br /&gt;
&lt;br /&gt;
===Two-player Challenge Mode===&lt;br /&gt;
In this higher-difficulty variant, each player plays two hands (labeled &amp;quot;A&amp;quot; and &amp;quot;B&amp;quot;).  They will alternate between those hands on each of their turns.  Hidden fates for each hand are kept separate.&lt;br /&gt;
&lt;br /&gt;
The extra turns will put more pressure on arcana cards to fade.  See the official rulebook for details.&lt;br /&gt;
&lt;br /&gt;
As its name suggests, this option is only available when there are exactly two players at the table.&lt;br /&gt;
&lt;br /&gt;
==Common questions==&lt;br /&gt;
- When an arcana card&#039;s text refers to &amp;quot;&#039;&#039;my&#039;&#039; visible fates&amp;quot;, that refers to visible fates played on that specific arcana card.  Visible fates on other arcana cards are not included.&lt;br /&gt;
&lt;br /&gt;
- If something allows the group to make multiple predictions, they get one doom only if &#039;&#039;none&#039;&#039; of those predictions are correct.  (They do not get one doom per incorrect prediction.)&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
&lt;br /&gt;
- Show pictures of the above, plus &amp;quot;pips&amp;quot;, the numberline, fate tokens, etc.  (This should probably wait until we have the final token assets in place!)&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21406</id>
		<title>Gamehelptheshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21406"/>
		<updated>2024-05-30T15:24:52Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a cooperative game; the players win or lose together.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;reach 7 doom&#039;&#039;&#039; (as indicated by the red tracking token around &#039;&#039;&#039;The Hours&#039;&#039;&#039;), they lose.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;score 7 points&#039;&#039;&#039; (as indicated by the green tracking token), they win.&lt;br /&gt;
==Rules summary==&lt;br /&gt;
Each &#039;&#039;&#039;fate&#039;&#039;&#039; is a token numbered 1 through 7.  There are three of each fate (so, 21 fate tokens total) in a bag that players drawn from.  Discarded fates are returned to the bag.&lt;br /&gt;
&lt;br /&gt;
Each player has a &#039;&#039;&#039;number-line&#039;&#039;&#039; of tokens numbered 1 through 7 in their color.  Players cannot interact with their own number-lines; they&#039;re used by the rest of the group to help keep track of what the group knows.  They have no direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
Four &#039;&#039;&#039;arcana cards&#039;&#039;&#039; are active (in play) at any given time.  Fates played on the arcana cards are called &#039;&#039;&#039;visible fates&#039;&#039;&#039;.  Whenever an arcana card is removed from play, any visible fates on it are discarded and returned to the bag, and it is replaced with the top card of the deck.&lt;br /&gt;
&lt;br /&gt;
Each fate has a number of &#039;&#039;&#039;hours&#039;&#039;&#039; (&amp;quot;pips&amp;quot;, or ♢) shown on its right side.  (Fates numbered 1 through 3 have one pip; 4 through 6 have two pips; and 7 has three pips.). Each arcana card has a &#039;&#039;&#039;duration&#039;&#039;&#039;, indicated by the number of moons shown near its bottom edge.  When the number of hours (pips) of visible fates on an arcana card is greater than or equal to its duration, that arcana card will &#039;&#039;&#039;fade&#039;&#039;&#039; at the end of the turn.  Faded arcana cards become single-use &#039;&#039;&#039;faded powers&#039;&#039;&#039; that can help the group.  See &amp;quot;Faded powers&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
To the left of the active arcana cards is &#039;&#039;&#039;The Hours&#039;&#039;&#039;, which looks like an arcana card but is not considered one (per the official rules).  Players may play a fate on &#039;&#039;&#039;The Hours&#039;&#039;&#039; only if they cannot play a fate anywhere else; those fates move to the leftmost arcana card (which may cause that card to fade).  Tracking tokens around &#039;&#039;&#039;The Hours&#039;&#039;&#039; are used to indicate the group&#039;s current doom and score.&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
On each turn, one player (or, in the &#039;&#039;&#039;Two-player Challenge Variant&#039;&#039;&#039;, one hand) is the active player.  The rest of the players are &amp;quot;the group&amp;quot;.  &#039;&#039;&#039;The active player may not communicate with the group in any way except by using faded powers and playing a fate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn is split into several phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; The active player &#039;&#039;&#039;draws&#039;&#039;&#039; new fates until they have two in their hand.  These are secret from the other players.&lt;br /&gt;
&lt;br /&gt;
- The active player &#039;&#039;&#039;plays&#039;&#039;&#039; one fate on an arcana card, obeying its text.&lt;br /&gt;
&lt;br /&gt;
- The group is allowed to discuss openly and then may &#039;&#039;&#039;predict&#039;&#039;&#039; what the active player&#039;s remaining fate is (or may pass).  Each player has a numberline in their color showing the fate numbers 1 &lt;br /&gt;
&lt;br /&gt;
Predict - The passive players MAY vote on what your remaining fate is. If a prediction is made, the next step is Resolve, if prediction is declined the next step is Fade&lt;br /&gt;
&lt;br /&gt;
Resolve - If the prediction was true, the team gains 1 point. If the prediction was false, the team gains 1 doom. Either way, discard your fate.&lt;br /&gt;
&lt;br /&gt;
Fade - Check the arcana cards to see if any fade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fading==&lt;br /&gt;
&lt;br /&gt;
A card fades when the number of pips on the fates below it equal or exceed the quantity of moons it displays e.g. a card with 3 moons will fade when the pips equal 3+&lt;br /&gt;
&lt;br /&gt;
First, discard all fates below it back to the bag&lt;br /&gt;
&lt;br /&gt;
Flip it and drop it down to the lower row&lt;br /&gt;
&lt;br /&gt;
Advance Doom by 2 UNLESS a correct prediction occurred this turn&lt;br /&gt;
&lt;br /&gt;
Draw a new card for the empty space.&lt;br /&gt;
&lt;br /&gt;
NOTE: Fates played to The Hours move to the card directly to the right of it, which MAY trigger its fading&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the normal game, discarded arcana cards are returned to the bottom of the deck.  In the &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; variant, they are removed from the game.&lt;br /&gt;
&lt;br /&gt;
==Faded powers==&lt;br /&gt;
- Most can be used in one of four &#039;windows&#039;.&lt;br /&gt;
&lt;br /&gt;
- Attachments&lt;br /&gt;
&lt;br /&gt;
==Interface notes==&lt;br /&gt;
&lt;br /&gt;
In your hand(s), just-drawn fates are shown with a blue border.  Some arcana cards and faded powers (such as &#039;&#039;&#039;Shells&#039;&#039;&#039; (&#039;&#039;Old?&#039;&#039;)) behave differently if a fate has been drawn this turn or not.&lt;br /&gt;
&lt;br /&gt;
The visible fate that was played most recently is shown with a blue border.&lt;br /&gt;
&lt;br /&gt;
A fate that has been selected (for example, as the target of a faded power) is shown with a red border.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===The Restless Hours===&lt;br /&gt;
In this higher-difficulty variant, &#039;&#039;&#039;The Hours&#039;&#039;&#039; is replaced with &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039;.  Before the game starts, 15 cards will be chosen at random from the selected card set(s) to create the arcana deck, and discarded cards are not returned to the deck.&lt;br /&gt;
&lt;br /&gt;
There is no doom tracker in this variant; instead, players lose if they need to draw an arcana card and the deck is empty.  An arcana card is removed from the bottom of the deck each time the players&#039; doom would advance.&lt;br /&gt;
&lt;br /&gt;
Both fading and things that would normally give doom bring the players closer to defeat; be careful!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; is an official promo card.&lt;br /&gt;
&lt;br /&gt;
===Two-player Challenge Mode===&lt;br /&gt;
In this higher-difficulty variant, each player plays two hands (labeled &amp;quot;A&amp;quot; and &amp;quot;B&amp;quot;).  They will alternate between those hands on each of their turns.  Hidden fates for each hand are kept separate.&lt;br /&gt;
&lt;br /&gt;
The extra turns will put more pressure on arcana cards to fade.  See the official rulebook for details.&lt;br /&gt;
&lt;br /&gt;
As its name suggests, this option is only available when there are exactly two players at the table.&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
&lt;br /&gt;
- Define &amp;quot;visible fate&amp;quot;, &amp;quot;active arcana card&amp;quot; (which does not include The Hours), &amp;quot;faded power&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
- Show pictures of the above, plus &amp;quot;pips&amp;quot;, the numberline, fate tokens, etc.&lt;br /&gt;
&lt;br /&gt;
- Link to the official Meromorph FAQs, which are great.&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21405</id>
		<title>Gamehelptheshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21405"/>
		<updated>2024-05-30T15:01:40Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a cooperative game; the players win or lose together.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;reach 7 doom&#039;&#039;&#039; (as indicated by the red tracking token around &#039;&#039;&#039;The Hours&#039;&#039;&#039;, they lose.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;score 7 points&#039;&#039;&#039; (as indicated by the green tracking token), they win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
The player turn is split into five phases&lt;br /&gt;
&lt;br /&gt;
Draw - Draw new fates until you hold 2&lt;br /&gt;
&lt;br /&gt;
Play - Play one of the two fates to a single card, obeying its ability text&lt;br /&gt;
&lt;br /&gt;
Predict - The passive players MAY vote on what your remaining fate is. If a prediction is made, the next step is Resolve, if prediction is declined the next step is Fade&lt;br /&gt;
&lt;br /&gt;
Resolve - If the prediction was true, the team gains 1 point. If the prediction was false, the team gains 1 doom. Either way, discard your fate.&lt;br /&gt;
&lt;br /&gt;
Fade - Check the arcana cards to see if any fade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fading==&lt;br /&gt;
&lt;br /&gt;
A card fades when the number of pips on the fates below it equal or exceed the quantity of moons it displays e.g. a card with 3 moons will fade when the pips equal 3+&lt;br /&gt;
&lt;br /&gt;
First, discard all fates below it back to the bag&lt;br /&gt;
&lt;br /&gt;
Flip it and drop it down to the lower row&lt;br /&gt;
&lt;br /&gt;
Advance Doom by 2 UNLESS a correct prediction occurred this turn&lt;br /&gt;
&lt;br /&gt;
Draw a new card for the empty space.&lt;br /&gt;
&lt;br /&gt;
NOTE: Fates played to The Hours move to the card directly to the right of it, which MAY trigger its fading&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the normal game, discarded arcana cards are returned to the bottom of the deck.  In the &#039;&#039;&#039;The Restless Hours&#039;&#039;&#039; variant, they are removed from the game.&lt;br /&gt;
&lt;br /&gt;
==Interface notes==&lt;br /&gt;
&lt;br /&gt;
In your hand(s), just-drawn fates are shown with a blue border.  Some arcana cards and faded powers (such as &#039;&#039;&#039;Shells&#039;&#039;&#039; (&#039;&#039;Old?&#039;&#039;)) behave differently if a fate has been drawn this turn or not.&lt;br /&gt;
&lt;br /&gt;
The visible fate that was played most recently is shown with a blue border.&lt;br /&gt;
&lt;br /&gt;
A fate that has been selected (for example, as the target of a faded power) is shown with a red border.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===The Restless Hours===&lt;br /&gt;
&lt;br /&gt;
===Two-player Challenge Mode===&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
&lt;br /&gt;
- Define &amp;quot;visible fate&amp;quot;, &amp;quot;active arcana card&amp;quot; (which does not include The Hours), &amp;quot;faded power&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
- Show pictures of the above, plus &amp;quot;pips&amp;quot;, the numberline, fate tokens, etc.&lt;br /&gt;
&lt;br /&gt;
- Link to the official Meromorph FAQs, which are great.&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21404</id>
		<title>Gamehelptheshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21404"/>
		<updated>2024-05-30T14:56:08Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a cooperative game; the players win or lose together.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;reach 7 doom&#039;&#039;&#039; (as indicated by the red tracking token around &#039;&#039;&#039;The Hours&#039;&#039;&#039;, they lose.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;score 7 points&#039;&#039;&#039; (as indicated by the green tracking token), they win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
The player turn is split into five phases&lt;br /&gt;
&lt;br /&gt;
Draw - Draw new fates until you hold 2&lt;br /&gt;
&lt;br /&gt;
Play - Play one of the two fates to a single card, obeying its ability text&lt;br /&gt;
&lt;br /&gt;
Predict - The passive players MAY vote on what your remaining fate is. If a prediction is made, the next step is Resolve, if prediction is declined the next step is Fade&lt;br /&gt;
&lt;br /&gt;
Resolve - If the prediction was true, the team gains 1 point. If the prediction was false, the team gains 1 doom. Either way, discard your fate.&lt;br /&gt;
&lt;br /&gt;
Fade - Check the arcana cards to see if any fade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fading==&lt;br /&gt;
&lt;br /&gt;
A card fades when the number of pips on the fates below it equal or exceed the quantity of moons it displays e.g. a card with 3 moons will fade when the pips equal 3+&lt;br /&gt;
&lt;br /&gt;
First, discard all fates below it back to the bag&lt;br /&gt;
&lt;br /&gt;
Flip it and drop it down to the lower row&lt;br /&gt;
&lt;br /&gt;
Advance Doom by 2 UNLESS a correct prediction occurred this turn&lt;br /&gt;
&lt;br /&gt;
Draw a new card for the empty space&lt;br /&gt;
&lt;br /&gt;
NOTE: Fates played to The Hours move to the card directly to the right of it, which MAY trigger its fading&lt;br /&gt;
&lt;br /&gt;
==Interface notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===The Restless Hours===&lt;br /&gt;
&lt;br /&gt;
===Two-player Challenge Mode===&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
&lt;br /&gt;
- Define &amp;quot;visible fate&amp;quot;, &amp;quot;active arcana card&amp;quot; (which does not include The Hours), &amp;quot;faded power&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
- Show pictures of the above, plus &amp;quot;pips&amp;quot;, the numberline, fate tokens, etc.&lt;br /&gt;
&lt;br /&gt;
- Link to the official Meromorph FAQs, which are great.&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21403</id>
		<title>Gamehelptheshipwreckarcana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheshipwreckarcana&amp;diff=21403"/>
		<updated>2024-05-30T14:55:15Z</updated>

		<summary type="html">&lt;p&gt;Oberstille: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a cooperative game; the players win or lose together.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;reach 7 doom&#039;&#039;&#039; (as indicated by the red tracking token around &#039;&#039;&#039;The Hours&#039;&#039;&#039;, they lose.&lt;br /&gt;
&lt;br /&gt;
If the players &#039;&#039;&#039;score 7 points&#039;&#039;&#039; (as indicated by the green tracking token), they win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
&lt;br /&gt;
The player turn is split into five phases&lt;br /&gt;
&lt;br /&gt;
Draw - Draw new fates until you hold 2&lt;br /&gt;
&lt;br /&gt;
Play - Play one of the two fates to a single card, obeying its ability text&lt;br /&gt;
&lt;br /&gt;
Predict - The passive players MAY vote on what your remaining fate is. If a prediction is made, the next step is Resolve, if prediction is declined the next step is Fade&lt;br /&gt;
&lt;br /&gt;
Resolve - If the prediction was true, the team gains 1 point. If the prediction was false, the team gains 1 doom. Either way, discard your fate.&lt;br /&gt;
&lt;br /&gt;
Fade - Check the arcana cards to see if any fade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fading==&lt;br /&gt;
&lt;br /&gt;
A card fades when the number of pips on the fates below it equal or exceed the quantity of moons it displays e.g. a card with 3 moons will fade when the pips equal 3+&lt;br /&gt;
&lt;br /&gt;
First, discard all fates below it back to the bag&lt;br /&gt;
&lt;br /&gt;
Flip it and drop it down to the lower row&lt;br /&gt;
&lt;br /&gt;
Advance Doom by 2 UNLESS a correct prediction occurred this turn&lt;br /&gt;
&lt;br /&gt;
Draw a new card for the empty space&lt;br /&gt;
&lt;br /&gt;
NOTE: Fates played to The Hours move to the card directly to the right of it, which MAY trigger its fading&lt;br /&gt;
&lt;br /&gt;
==Interface notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
===The Restless Hours===&lt;br /&gt;
&lt;br /&gt;
===Two-player Challenge Mode===&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
&lt;br /&gt;
- Define &amp;quot;visible fate&amp;quot;, &amp;quot;active arcana card&amp;quot; (which does not include The Hours), &amp;quot;faded power&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
- Show pictures of the above, plus &amp;quot;pips&amp;quot;, the numberline, fate tokens, etc.&lt;/div&gt;</summary>
		<author><name>Oberstille</name></author>
	</entry>
</feed>