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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-21T13:47:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=31015</id>
		<title>Gamehelpgoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoa&amp;diff=31015"/>
		<updated>2026-08-08T21:18:55Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: Added more detail to actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Components ==&lt;br /&gt;
&lt;br /&gt;
* 1 Game Board (center of the table) with 1 Round Marker&lt;br /&gt;
* 1 Player Board per player : with 5 colored progress markers + 5 colored auction markers&lt;br /&gt;
* 1 Nazar Stone (starting player marker) displayed on player side panel when assigned to a player&lt;br /&gt;
* 29 Market Tiles (Day) - 4 randomly removed &lt;br /&gt;
* 29 Market Tiles (Night) - 4 randomly removed &lt;br /&gt;
* 18 Outposts tiles&lt;br /&gt;
* unlimited currencies cards (Pardaos, Ships, Contracts, Compasses)&lt;br /&gt;
* 30 Exploration Cards&lt;br /&gt;
* unlimited Goods tokens of 5 types/colors&lt;br /&gt;
** Coconut coir&lt;br /&gt;
** Turmeric&lt;br /&gt;
** Pepper&lt;br /&gt;
** Silk&lt;br /&gt;
** Dried fish&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
The game starts with the day phase : 25/29 market tiles randomly placed on the 5x5 grid of the main board; later for the night phase 25/29 other market tiles will be randomly placed on the grid.&lt;br /&gt;
&lt;br /&gt;
1 Exploration Card is drawn by each player until one player draw an Elephant symbol and becomes the starting player with 5 money, the others with 10.&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
A game of Goa is divided into day and night cycles, each of which consists of 4 rounds. After the day cycle, remove all tiles from the playing area and setup the night tiles on the instead. At the end of the night cycle, the game ends and the player with the most points is declared the winner.&lt;br /&gt;
&lt;br /&gt;
Each round consists of 3 successive steps :&lt;br /&gt;
&lt;br /&gt;
1. Place Auction Markers&lt;br /&gt;
&lt;br /&gt;
2. Tile Auctions&lt;br /&gt;
&lt;br /&gt;
3. Actions&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1. Place Auction Markers :&#039;&#039;&#039; Each player places an auction marker on the grid. The first player places an auction marker and the starting player token on an empty space. Then each player places an auction marker next to the previous marker if possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2. Tile Auctions&#039;&#039;&#039; : Each player, starting with the player after the one who auctioned that tile/token has 1 turn to decide if they want to overbid or pass the auction related to the spots. The first auction is to gain the starting player marker + 1 compass card. All others are to gain the tile under the auction marker.&lt;br /&gt;
&lt;br /&gt;
The last player in the sequence (the same one who placed their auction marker on that tile/token) has these choices:&lt;br /&gt;
* They may accept the highest bid. The player with that bid pays the player who auctioned the tile.&lt;br /&gt;
* They may take the tile for themselves. The player pays 1 less than the highest bid to the supply.&lt;br /&gt;
* If no one bid anything, they may take the tile for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3. Actions :&#039;&#039;&#039; each player must play 1 possible action + max 1 card from their hand + play tiles from their hand until everyone played 3 actions. Then continue with players with compass cards (each action will cost 1 compass card), players cannot keep more than 1 compass card after this step (for future rounds).&lt;br /&gt;
&lt;br /&gt;
* Basic actions are described as tooltips on player board column headers. In each case, the exact number of resources gained depends on how far you&#039;ve progressed on that column.&lt;br /&gt;
** Progress : improve another basic action by moving down 1 of your own progress markers. Pay the listed number of trade goods and 1 ship for each good paid.&lt;br /&gt;
** Build Ships: collect ships from the supply.&lt;br /&gt;
** Produce goods: collect goods from the supply. You may only take goods if you have a depot that can store that good.&lt;br /&gt;
** Collect Taxes: collect money from the supply.&lt;br /&gt;
** Explore: draw Exploration cards. Unless otherwise specified, these can now be used for their effect at any time during your turn and do not consume an action (but can&#039;t be used for establishing an outpost anymore). After drawing, discard down to your hand limit.&lt;br /&gt;
** Establish an Outpost: attempt to collect an outpost tile. First, decide which tile you want. Then reveal two Exploration cards from the deck to see how many contracts you have (this is shown on the bottom left of the card). If those, the number of contracts from your progress marker, and the number of contract cards you&#039;re willing to spend add up to the number of contracts needed to establish that outpost, take the tile. Otherwise, take one contract card as a consolation prize.&lt;br /&gt;
* Cards actions are described in tooltips and help button (?) in the bottom left of the game&lt;br /&gt;
* Tiles actions are described in tooltips and help button (?) in the bottom left of the game&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 8 rounds (4 Day rounds + 4 Night rounds), then the game computes scores.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t score anything during the game, but instead count different elements at the end :&lt;br /&gt;
&lt;br /&gt;
* Progress Markers : Each of your Progress Markers scores between 0 and 10 points as indicated on the left of your Player Board row&lt;br /&gt;
* Outposts : You score between 1 and 10 points for your established Outposts :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of Established Outposts&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Island Symbols : Score Victory Points for each set of identical Island symbols shown on the Exploration Cards still in your hand ( Tiger / Elephant / Urn / Statue / Palm tree / Shell): Each symbol type scores between 1 and 15 points, depending on how many matching symbols you collected :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Number of identical Island Symbols&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Richest player : The player with the most money scores 3 points&lt;br /&gt;
* Tiles : &lt;br /&gt;
** Each tile with a specified score gives you those points, but if you also have the Foreman tile, you score 3 points instead of 1 for single-field Depots&lt;br /&gt;
** Be careful with the Duty tile (see page 18): it only grants its listed 5 points if you successfully fulfilled its requirement during the game (you will see a green check on it).&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
* Bonanza Module : &lt;br /&gt;
** On : add 4 hidden tiles in the market corners at the beginning of Day/Night phases&lt;br /&gt;
** Off&lt;br /&gt;
* Planned Expansion Variant : &lt;br /&gt;
** On : you have a fixed number of contracts before establishing new outposts (based on your progression on that action)&lt;br /&gt;
** Off : you draw 2 cards to gain contracts before establishing new outposts&lt;br /&gt;
* Automaton (only with Solo) : &lt;br /&gt;
** Level 1 : Automaton starts with 5*1 + 3*2+1*5 coins cards&lt;br /&gt;
** Level 2 : Automaton starts with 4*1 + 3*2+2*5 coins cards&lt;br /&gt;
** Level 3 : Automaton starts with 2*1 + 3*2+2*5+1*10 coins cards&lt;br /&gt;
** random : level is randomly chosen at start between possible levels&lt;br /&gt;
== Player Preferences ==&lt;br /&gt;
&lt;br /&gt;
* Interface setting :  Zoom icons (+)/(-)/Reset on the top right corner&lt;br /&gt;
** Reset : will make game elements the same size as designed by developer to fit  a standard screen (1920px) =&amp;gt; common board on the left, player board on the middle, opponent board on the right. If your screen is smaller, you have to scroll down for opponent boards. If your screen is smaller, you have to scroll down for all players.&lt;br /&gt;
** (+) : zoom in to have less elements fit in the screen&lt;br /&gt;
** (-) : zoom out to have more elements fit in the screen&lt;br /&gt;
* Ask for turn confirmation : Enabled/Disabled&lt;br /&gt;
** Default: Enabled&lt;br /&gt;
** If enabled, add a step to click &amp;quot;Confirm&amp;quot; or &amp;quot;Undo&amp;quot;/&amp;quot;Restart&amp;quot; before turn ends&lt;br /&gt;
*Undo buttons style: &amp;quot;Text&amp;quot;/&amp;quot;Icon&amp;quot;&lt;br /&gt;
**Default : Icon&lt;br /&gt;
**If set to &amp;quot;Icon&amp;quot;, display 1 arrow icon instead of &amp;quot;Undo last step&amp;quot; and 2 arrow icons instead of &amp;quot;restart turn&amp;quot;&lt;br /&gt;
*Background : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display a light theme background behind game components&lt;br /&gt;
*Player panel details : Enabled/Disabled&lt;br /&gt;
**Default : Enabled&lt;br /&gt;
**If Enabled, display 2 more lines of informations in player side panels : count of each good types + count of each card symbol type in hand&lt;br /&gt;
*Hand of cards : &lt;br /&gt;
**Bottom of window (default) : display hand cards attached to the bottom of the window, in order to continue to view it when scrolling the page&lt;br /&gt;
**Top of game area : displayed on top (= after status bar title and before main board)&lt;br /&gt;
**Near player board : displayed after your own board and limited to its width&lt;br /&gt;
*Display Discard in Hand at anytime &lt;br /&gt;
**Disabled (default): you can only click your cards when you can play them or discard them after action Explore&lt;br /&gt;
**Enabled : you can only click your cards during your actions turn in order to discard at anytime (in order to respect rules and permit edge cases strategies on deck/discard pile)&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpemberleaf&amp;diff=30429</id>
		<title>Gamehelpemberleaf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpemberleaf&amp;diff=30429"/>
		<updated>2026-06-29T03:20:58Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: /* Added clarifications to scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;How to Play – Emberleaf&#039;&#039;&#039; ==&lt;br /&gt;
Recruit the best fellowship of Emberlings as you rebuild the forest and win the hearts of your people. The Emberling with the most points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Actions&#039;&#039;&#039; ===&lt;br /&gt;
On your turn, choose one:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Play a hero card&#039;&#039;&#039;: Activate its on-play skills and add stats to your fellowship.&lt;br /&gt;
* &#039;&#039;&#039;Slide cards&#039;&#039;&#039;: Move every card on your fellowship board one space to the left, triggering slide skills. When a card slides off the board, it triggers drop-off skills and returns to your hand.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Actions in the Game&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Walking: &#039;&#039;&#039;Move around the forest to position yourself for key actions. Moving from one clearing of the map to another requires 1 walk if the path is clear, and 1 extra walk if it&#039;s a dangerous path.&lt;br /&gt;
* &#039;&#039;&#039;Gathering: &#039;&#039;&#039;Collect wood, food, stone, and beehives to support your actions. You can hold up to 8 resources at a time (12 if the boat house next to your resource bank has been built).&lt;br /&gt;
* &#039;&#039;&#039;Attacking: &#039;&#039;&#039;Use attack skills to clear nearby dangerous areas, collect war banners, and advance the war banner track. The attack strength needed to clear a path is shown on the path token.&lt;br /&gt;
* &#039;&#039;&#039;Building: &#039;&#039;&#039;Spend resources to construct buildings in your current clearing, or upgrade your fellowship with special buildings. Building something will allow you to immediately home a villager.&lt;br /&gt;
* &#039;&#039;&#039;Homing: &#039;&#039;&#039;Place villagers in buildings to unlock bonuses, upgrade your fellowship, or activate scoring objectives. Each villager will give you a one-time bonus once it is homed.&lt;br /&gt;
* &#039;&#039;&#039;Favours: &#039;&#039;&#039;Collect up to 8 favour cards and complete their objectives. Favours are usually earned by visiting a clearing for the first time (but can be earned other ways).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ===&lt;br /&gt;
Earn points by:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Connecting different types of buildings&#039;&#039;&#039;: When you home a villager, count how many unique building types containing one of your villagers are connected to each other. Score that many points.&lt;br /&gt;
* &#039;&#039;&#039;Clearing dangerous areas&#039;&#039;&#039;: When you clear a path, score points equal to the number of points given on that path.&lt;br /&gt;
* &#039;&#039;&#039;Collecting trophies&#039;&#039;&#039;: When you clear a path, the war banner advances to the next row on its track. The last row on this awards a trophy. Each of these trophies will score points, or give some other bonus action or resources (and in some cases, give other players a smaller reward). You can also earn a trophy when any clearing has all possible building sites built.&lt;br /&gt;
* &#039;&#039;&#039;Completing favours&#039;&#039;&#039;: All of your favours give conditional points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Game End&#039;&#039;&#039; ===&lt;br /&gt;
The game ends after all six trophies have been awarded.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporleans&amp;diff=22169</id>
		<title>Gamehelporleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporleans&amp;diff=22169"/>
		<updated>2024-08-13T01:21:00Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First version/rough draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Phases of a Turn==&lt;br /&gt;
&lt;br /&gt;
A round of Orleans consists of 7 phases, performed in this order:&lt;br /&gt;
# Phase 1: Hourglass. The top event card is revealed. This event will be executed at the end of the round. There are six different events in the game, each appearing three times.&lt;br /&gt;
# Phase 2: Census. The player who is furthest ahead on the Farm House (white) track receives 1 coin. The player who is furthest behind on this track loses 1 coin (except in a two player game). In both cases, this needs to be an outright majority - if there&#039;s a tie, neither player gets or loses anything.&lt;br /&gt;
# Phase 3: Followers. Each player draws a number of followers from their bag according to their Knights (red) track. At no point can you have more than 8 followers to be placed this way (which is possible if you have followers left unplaced from a previous round).&lt;br /&gt;
# Phase 4: Planning. Each player assigns their followers to their action board. Note that monks (gold) are wild and can be used in place of any follower.&lt;br /&gt;
# Phase 5: Actions. Starting with the first player and proceeding in player order, each player takes an action in which all required followers are assigned. Continue doing this until all players have no further actions they can perform (or choose to ignore).&lt;br /&gt;
# Phase 6: Event. Resolve the event that was revealed in the Hourglass phase.&lt;br /&gt;
# Phase 7: End. Pass the starting player token to the next player.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
These are the actions to be prepared for in the Planning phase and taken during the Action phase. Note that these are off limits if the player is already at the end of a track, or if it involves collecting a follower that is no longer in the supply.&lt;br /&gt;
&lt;br /&gt;
===Farm House===&lt;br /&gt;
Collect 1 farmer. Advance on the Farm (white) track. Gain a good based on your position on the track. These are worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Village===&lt;br /&gt;
The village is a choice between 3 different options:&lt;br /&gt;
# Collect 1 sailor. Advance on the Boat (blue) track. Gain money based on your position on the track.&lt;br /&gt;
# Collect 1 carpenter. Advance on the Technology (brown) track. Gain a gear. This can be used to automate an action space, making it always filled. Your first gear must be placed on a farmer space, and you may not place more than one gear on the same action or completely automate a single action.&lt;br /&gt;
# Collect 1 trader. Advance on the Trade (black) track. Gain an action tile, which provides a private action space or a persistent special ability. The rules for these action spaces generally work the same way as the ones printed on the board.&lt;br /&gt;
&lt;br /&gt;
===University===&lt;br /&gt;
Collect 1 scholar. Advance on the Scholar (gray) track. Advance on the Development track based on our position on the Scholar track. These can award money, as well as increase the point value of guilds and nobles at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Collect 1 knight. Advance on the Castle (red) track. This increases the number of followers you&#039;ll draw at the beginning of each round.&lt;br /&gt;
&lt;br /&gt;
===Monastery===&lt;br /&gt;
Collect 1 monk. Monks are considered wild and can take the place of any other follower.&lt;br /&gt;
&lt;br /&gt;
===Ship and Wagon===&lt;br /&gt;
Move your merchant token one space, collecting 1 good that you pass along the way. These two actions work the same, except that Ship only works across rivers and Wagon only across roads.&lt;br /&gt;
&lt;br /&gt;
=== Guildhall===&lt;br /&gt;
Place one guild at your location on the map. Each player may have a guild on Orleans, but all other spaces may only have one guild total. These are worth points at the end of the game, with their value determined by the development track.&lt;br /&gt;
&lt;br /&gt;
===Scriptorium===&lt;br /&gt;
Advance one space along the development track.&lt;br /&gt;
&lt;br /&gt;
===Town Hall===&lt;br /&gt;
Exile one or two of your characters to the Beneficial Deeds board and gain the bonus for that deed (usually money).&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
The game ends after 18 rounds. Points are awarded as follows:&lt;br /&gt;
# Coins: 1 point&lt;br /&gt;
# Wheat: 1 point&lt;br /&gt;
# Cheese: 2 points&lt;br /&gt;
# Wine: 3 points&lt;br /&gt;
# Wool: 4 points&lt;br /&gt;
# Brocade: 5 points&lt;br /&gt;
# Guilds: Points equal to your highest passed value on the Development track&lt;br /&gt;
# Nobles: Points equal to your highest passed value on the Development track&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcartographers&amp;diff=20826</id>
		<title>Gamehelpcartographers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcartographers&amp;diff=20826"/>
		<updated>2024-04-20T17:44:32Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Cartographers is a flip-and-write game in which each of the players are separately drawing a map of their land. Each round, you&#039;ll add a feature to your map, and after a few rounds, you&#039;ll score based on the presence or arrangement of these features. The player with the most points at the end of four rounds wins the game!&lt;br /&gt;
&lt;br /&gt;
== Game components ==&lt;br /&gt;
&lt;br /&gt;
Each player has a map. This map starts mostly blank, but may have mountains, ruins, and wasteland spaces already included.&lt;br /&gt;
&lt;br /&gt;
The table as a whole contains four scoring cards, labeled A through D. These take a specific format:&lt;br /&gt;
* One of these cards looks for village spaces&lt;br /&gt;
* One of these cards looks for forest spaces&lt;br /&gt;
* One of these cards looks for water and farm spaces&lt;br /&gt;
* One of these cards looks at the whole map, usually around filling certain segments of it with anything at all.&lt;br /&gt;
&lt;br /&gt;
It also contains season cards, which say which two of these cards will be scored at the end of the round and how many cards will be flipped in the round:&lt;br /&gt;
* Spring lasts 8 time units, and players score cards A and B.&lt;br /&gt;
* Summer lasts 8 time units, and players score cards B and C.&lt;br /&gt;
* Autumn lasts 7 time units, and players score cards C and D.&lt;br /&gt;
* Winter lasts 6 time units, and players score cards D and A.&lt;br /&gt;
&lt;br /&gt;
In addition, the table contains the deck of cards used to draw various landscapes.&lt;br /&gt;
&lt;br /&gt;
== What to do on your turn ==&lt;br /&gt;
&lt;br /&gt;
The top card of the landscape deck is flipped, and all players simultaneously draw that somewhere on the map. These cards usually contain a choice to do two different terrain types in the same shape, of one specific terrain in one of two shapes. These shapes can be flipped or rotated in any 90 degree increment, and can be placed anywhere on the map - it does not need to be adjacent to anything. These shapes can&#039;t hang off the edge of the map, nor can they overlap any filled space.&lt;br /&gt;
&lt;br /&gt;
If any player can&#039;t draw a particular shape, they instead draw a single 1x1 square of any terrain type anywhere on their board.&lt;br /&gt;
&lt;br /&gt;
Some smaller shapes contain a gold coin. If you draw that shape, cross off a coin on the side of your map. This will be worth 1 point each scoring phase. You can also earn coins by filling all four spaces adjacent to a mountain space on your board.&lt;br /&gt;
&lt;br /&gt;
Each of these cards has a number on the top left corner indicating how much time has passed. If the sum of all cards played this way is greater than or equal to the number on the season card, the round ends after all players have drawn this shape. Otherwise, start the next turn.&lt;br /&gt;
&lt;br /&gt;
=== Special cards ===&lt;br /&gt;
&lt;br /&gt;
There are two Ruins cards in the deck. If the Ruins card is drawn, the next shape must overlap with one of the ruins spaces on your board. All other rules about drawing this shape still apply.&lt;br /&gt;
&lt;br /&gt;
There is one Monster card added to the deck each season. If a Monster card is drawn, all players pass their maps to another player. Then draw this monster shape on your opponent&#039;s board. All other rules about drawing this monster still apply. Players will lose points for each empty space next to monsters. Afterwards, this Monster card is removed from play (but if it&#039;s never found, it remains in the deck for the next season).&lt;br /&gt;
&lt;br /&gt;
There is one Rift Lands card in the deck. If a Rift Lands card is drawn, all players draw a 1x1 square of any terrain type anywhere on their board.&lt;br /&gt;
&lt;br /&gt;
== End of a round ==&lt;br /&gt;
&lt;br /&gt;
At the end of each round, two of the four scoring cards will be resolved. &lt;br /&gt;
* Spring lasts 8 time units, and players score cards A and B.&lt;br /&gt;
* Summer lasts 8 time units, and players score cards B and C.&lt;br /&gt;
* Autumn lasts 7 time units, and players score cards C and D.&lt;br /&gt;
* Winter lasts 6 time units, and players score cards D and A.&lt;br /&gt;
In addition to this, players score 1 point for each gold coin they have, and lose 1 point for each empty space next to monsters.&lt;br /&gt;
&lt;br /&gt;
After scoring, the landscape deck is reshuffled.&lt;br /&gt;
&lt;br /&gt;
Once Winter is scored, the game ends, and the player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparknova&amp;diff=16388</id>
		<title>Gamehelparknova</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparknova&amp;diff=16388"/>
		<updated>2023-03-24T19:06:45Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: Added &amp;quot;what to do on your turn&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Ark Nova! In this game, you&#039;ll manage a modern zoo. In addition to putting popular and well-liked animals into it, you&#039;ll also aim to research more into zoology and support conservation projects and sponsorships. You&#039;ll do this by taking one of five actions each turn, with each them having strength related to how far they&#039;ve progressed on your track - the longer it&#039;s been since the last time you took that action, the more powerful it&#039;ll be. Your score is measured by both your Appeal and Conservation points, and when they cross each other on the scoring track, the game has ended. The most points, as measured by how far apart these two trackers are from each other, wins the game!&lt;br /&gt;
&lt;br /&gt;
==What To Do On Your Turn==&lt;br /&gt;
When it&#039;s your turn, you&#039;ll choose one of the five action cards in front of you to act with. This action has a strength associated with it, based on where it is along the bottom of your board, ranging from 1 to 5. You&#039;ll be able to add to this value by spending X-tokens. After performing that action, it returns to the far left position, at strength 1, while all other action cards move one space to the right.&lt;br /&gt;
&lt;br /&gt;
Under certain conditions, you&#039;ll be able to upgrade these action cards as well by flipping them to the pink side, where they will remain for the rest of the game. These upgraded actions will usually allow you to use these actions more efficiently or at higher strength, but otherwise follow the same rules as their basic form.&lt;br /&gt;
&lt;br /&gt;
===The Build Action===&lt;br /&gt;
The Build action allows you to build a new enclosure, which can range in size from 1 to 5 tiles and are needed to place animals, or other special building in your zoo. To do this, you&#039;ll pay 2 money per space covered by the tile. All tiles must be placed adjacent to another tile, and no tiles can be placed on top of each other, the rock or water spaces already printed on your zoo, or outside the zoo&#039;s borders. If you cover a space with a yellow pentagon, gain the bonus pictured on it.&lt;br /&gt;
&lt;br /&gt;
You can also use this to place a Kiosk (these are dark grey). These cover 1 space. During income, for each building other than empty enclosures surrounding it, gain 1 money.&lt;br /&gt;
&lt;br /&gt;
Another special building here is a Pavilion (these are pink). These also cover 1 space. When you place these, gain 1 appeal.&lt;br /&gt;
&lt;br /&gt;
A third special building is a Petting Zoo. These cover 3 spaces, and are required for specific animals. Unlike most other enclosures, multiple animals can coexist on this tile.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded the Build action, you can split this action between multiple buildings (for example, at strength 5, you could build a size 3 enclosure, size 1 enclosure, and a kiosk all at once), provided you have the money to cover all of this. It also allows you to build on spaces requiring the upgraded Build action.&lt;br /&gt;
&lt;br /&gt;
An upgraded Build action can also be used to build two other special buildings, the Reptile House and Large Bird Aviary, which can be used for specific reptiles or birds, and functions similar to the Petting Zoo, usually requiring less space than a standard enclosure. Once you build this, you may move existing qualifying animals into these enclosures, thus freeing up space elsewhere.&lt;br /&gt;
&lt;br /&gt;
===The Cards Action===&lt;br /&gt;
&lt;br /&gt;
The Cards action allows you to draw more cards. Depending on the strength of this action, you&#039;ll draw a number of cards from the top of the deck, then sometimes discard cards. These discarded cards can be cards you previously had in your hand or cards you just drew. Alternatively, you may Snap a card from the board directly to your hand if executing this at strength 5. You may have as many cards in your hand as you want, but there is a hand limit enforced during breaks.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve upgraded the Cards action, then you may also draw face-up cards from the board if they are within your reputation range. The requirement to Snap a card to your hand is reduced to 3. The Cards action must be upgraded to reach higher reputation ranges.&lt;br /&gt;
&lt;br /&gt;
===The Animals Action===&lt;br /&gt;
&lt;br /&gt;
The Animals action allows you to play animal cards. Each animal requires an amount of money to be paid and an enclosure of a specific size or higher (and occasionally, that this enclosure is next to rocks or water). If animals have any other requirements, they will be listed along the left side of the card. &lt;br /&gt;
&lt;br /&gt;
When you play a new animal card, you gain the bonuses on the bottom of the card. In most cases, this involves gaining Appeal points (the number in the ticket) and some other ability performed immediately on playing the animal. Animals have a category (bird, reptile, etc.) and a continent of origin listed on the top right corner of the card, but these are primarily used if another card or component references them.&lt;br /&gt;
&lt;br /&gt;
When the Animals card is upgraded, you can play more animal cards at once at a lower strength. You can also play animal cards directly from the board if they are in your reputation range. Finally, some animals require an upgraded Animals card just to be playable.&lt;br /&gt;
&lt;br /&gt;
===The Sponsors Action===&lt;br /&gt;
&lt;br /&gt;
The Sponsors action allows you to use sponsor cards. These cards typically have recurring effects that give bonuses when players perform certain actions. To play a sponsor card, the Sponsors action must be performed at or above the strength of the card. No money is required.&lt;br /&gt;
&lt;br /&gt;
Any immediate effect of a sponsor is given in yellow. Any income-related effects of a sponsor are in purple. Any conditional effects are in blue. Any endgame scoring effects are given in brown.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the Sponsors action to gain money equal to the strength of the card. Doing so will also advance the break token, bringing you closer to an income phase.&lt;br /&gt;
&lt;br /&gt;
When the Sponsors action is upgraded, you can play Sponsors cards directly from the board if they are within reputation range. You may also gain more money when using the Sponsors action for money. Some sponsors require an upgraded action.&lt;br /&gt;
&lt;br /&gt;
===The Association Action===&lt;br /&gt;
&lt;br /&gt;
The Association action allows you to interact with the association board. You&#039;ll send one of your workers there to perform one of a few different actions. You have a limited pool of workers available for this, but can gain more workers as the game progresses. If you have already taken a specific association action already this round, you&#039;ll need to place two workers, but other players&#039; workers do not effect your ability to perform these actions.&lt;br /&gt;
&lt;br /&gt;
At strength 2, you can gain 2 reputation. This is not the only way to gain reputation, but is probably one of the most straightforward ways to do so.&lt;br /&gt;
&lt;br /&gt;
At strength 3, you can gain a partner zoo from another continent. From now on, playing animals from that zoo costs 3 money less. If this covers up a space with an icon, gain that as a bonus.&lt;br /&gt;
&lt;br /&gt;
At strength 4, you can gain a partner university. These will allow you to gain reputation, research, and increase your maximum hand size during breaks. As before, if this covers up a space with an icon, gain that as a bonus.&lt;br /&gt;
&lt;br /&gt;
At strength 5, you can support a conservation project. Projects usually require a certain selection of animals or other cards with a certain selection of symbols, and will give you Conservation points (and occasionally other bonuses). If you meet the requirement of a project already on the association board or from your hand, place one of your cubes on it and gain the bonuses indicated. These cubes come from the left side your bonus, also giving you a bonus (purple bonuses are income, yellow bonuses are once only). You can&#039;t support the same project more than once. Some of these projects require you to release an animal back to the wild - if this happens, you need to discard a previously played animal. You will no longer have the icons given at the top of the card for prerequisites, but you&#039;ll still have the points or other bonuses they would have given earlier.&lt;br /&gt;
&lt;br /&gt;
Once the Association action is upgraded, you can split your Association action between multiple options, provided the total strength of the action covers the combined strength of these moves. You can also have more partner zoos, thus getting discounts for more continents. You can also play conservation projects directly from the board if they are within your reputation range. Finally, another association action is available in which you can donate money directly to gain Conservation points. The exact amount needed here increases the more it&#039;s taken, but the final option (12 money to gain 1 point) remains available forever. This option can only be taken once per Association action.&lt;br /&gt;
&lt;br /&gt;
===The X-Token action===&lt;br /&gt;
&lt;br /&gt;
One extra action you have for your turn is to take one X-Token from the supply. These tokens can be used to increase the strength of an action later. After doing this, move any of your action cards to strength 1 of your board as if you took that action. You only get one token regardless of the strength of the card moved.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn or during a break your Conservation counter and Appeal counter are ever in the same scoring area, or if they have passed one another, the end of the game is triggered.&lt;br /&gt;
&lt;br /&gt;
If the end of the game is triggered at the end of your turn, all other players (but not you) will take one more turn. If the end of the game is triggered during a break, all players (including you) will take one more turn.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, you still get conservation points or appeal from your Final Scoring card(s), as well as from all your cards with an end-of-game icon.&lt;br /&gt;
&lt;br /&gt;
==Score==&lt;br /&gt;
&lt;br /&gt;
To determine your score look at the scoring area where your conservation counter is located. Find the lowest appeal value in that scoring area. This is your Target Number. Compare your Target Number to the value of your appeal counter. Subtract your Target Number from your appeal value and the result is your Victory Points. The player with the highest positive Victory Point total is the winner. In case of a tie, the tied player who supported the most Conservation Projects wins the game.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=15410</id>
		<title>Gamehelpsupermegaluckybox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=15410"/>
		<updated>2022-11-27T03:41:35Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s a game, you need luck and it&#039;s super mega.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, choose 3 of the 5 lucky boxes.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
There are four rounds, and each round will consist of nine cards being drawn. Each card contains a 1 through 9. Click that number on any of your Lucky Boxes to check off a box.&lt;br /&gt;
If this finishes a row or column, you&#039;ll gain the bonus on the end of it. If that involves another number, click on that box.&lt;br /&gt;
&lt;br /&gt;
You can use lightning bolts on your initial play (but not any bonus plays) to increase or decrease the number by 1. This can be used multiple times (for example, using 2 lightning bolts to change a 4 to a 6). 1 and 9 can wrap around to each other.&lt;br /&gt;
&lt;br /&gt;
If you check off all numbers on a box, it scores a lot of points! Discard it once you&#039;ve used all its row and column bonuses.&lt;br /&gt;
&lt;br /&gt;
At the end of rounds 1, 2, and 3, you&#039;ll add a new lucky box to your supply. Choose one of the three boxes to gain. Nothing happens to any of the other boxes - you&#039;ll maintain all progress on them between rounds.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each completed card scores points based on which round it was finished in:&lt;br /&gt;
&lt;br /&gt;
15 points if scored during round 1&lt;br /&gt;
&lt;br /&gt;
12 points if scored during round 2&lt;br /&gt;
&lt;br /&gt;
10 points if scored during round 3&lt;br /&gt;
&lt;br /&gt;
8 points if scored during round 4&lt;br /&gt;
&lt;br /&gt;
The more stars you got in a round, the more points they&#039;ll be worth:&lt;br /&gt;
&lt;br /&gt;
Getting 1 star in a round scores 1 point&lt;br /&gt;
&lt;br /&gt;
Getting 2 stars in a round scores 4 points&lt;br /&gt;
&lt;br /&gt;
Getting 3 or more stars in a round scores 9 points&lt;br /&gt;
&lt;br /&gt;
If you have the most moons at the end of the game, gain 6 points. If you have the fewest moons, lose 6 points (except in a two player game).&lt;br /&gt;
&lt;br /&gt;
Finally, gain 1 point for every 2 boxes checked off on any incomplete lucky boxes.&lt;br /&gt;
&lt;br /&gt;
The player with the most points after all this wins the game!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=15409</id>
		<title>Gamehelpsupermegaluckybox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsupermegaluckybox&amp;diff=15409"/>
		<updated>2022-11-27T03:37:49Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s a game, you need luck and it&#039;s super mega.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, choose 3 of the 5 lucky boxes.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
There are four rounds, and each round will consist of nine cards being drawn. Each card contains a 1 through 9. Click that number on any of your Lucky Boxes to check off a box.&lt;br /&gt;
If this finishes a row or column, you&#039;ll gain the bonus on the end of it. If that involves another number, click on that box.&lt;br /&gt;
&lt;br /&gt;
You can use lightning bolts on your initial play (but not any bonus plays) to increase or decrease the number by 1. This can be used multiple times (for example, using 2 lightning bolts to change a 4 to a 6). 1 and 9 can wrap around to each other.&lt;br /&gt;
&lt;br /&gt;
If you check off all numbers on a box, it scores a lot of points! Discard it once you&#039;ve used all its row and column bonuses.&lt;br /&gt;
&lt;br /&gt;
At the end of rounds 1, 2, and 3, you&#039;ll add a new lucky box to your supply. Choose one of the three boxes to gain. Nothing happens to any of the other boxes - you&#039;ll maintain all progress on them between rounds.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Each completed card scores points based on which round it was finished in:&lt;br /&gt;
15 points if scored during round 1&lt;br /&gt;
12 points if scored during round 2&lt;br /&gt;
10 points if scored during round 3&lt;br /&gt;
8 points if scored during round 4&lt;br /&gt;
&lt;br /&gt;
The more stars you got in a round, the more points they&#039;ll be worth:&lt;br /&gt;
Getting 1 star in a round scores 1 point&lt;br /&gt;
Getting 2 stars in a round scores 4 points&lt;br /&gt;
Getting 3 or more stars in a round scores 9 points&lt;br /&gt;
&lt;br /&gt;
If you have the most moons at the end of the game, gain 6 points. If you have the fewest moons, lose 6 points (except in a two player game).&lt;br /&gt;
&lt;br /&gt;
Finally, gain 1 point for every 2 boxes checked off on any incomplete lucky boxes.&lt;br /&gt;
&lt;br /&gt;
The player with the most points after all this wins the game!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=10656</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=10656"/>
		<updated>2021-12-20T06:26:29Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Great Western Trail, you&#039;ll play the role of mid-1800&#039;s-era ranchers traversing the American west in order to trade cattle and develop the area leading west. You&#039;ll do this by moving along the trail, taking an action related to the space you end up, and restocking your cattle. Periodically you&#039;ll arrive at Kansas City to make a bigger trade and develop your abilities even further. This is a game containing a mix of deck building, tile placement, and engine development. Players earn points based on their cards, buildings placed, the deliveries made, how far their train can reach, and various other measures. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
The central board and the area immediately around it consists of:&lt;br /&gt;
- The game map, with the trail itself appearing as a dotted line.&lt;br /&gt;
- Various buildings showing the different actions that can be taken. Gray buildings are neutral and can be used by all players. Buildings of a specific player color can only be used by that player. Square outlines are spaces that can be built on by a player later. Other tokens are hazards and require a money cost to move through.&lt;br /&gt;
- The delivery track, along the top edge of the board. As you complete the trail, you can place discs on here for points and other bonuses (or penalties).&lt;br /&gt;
- The train station, appearing just under the delivery track and continuing along the right edge of the board. You can upgrade the stations along this for additional points and bonuses.&lt;br /&gt;
- The worker market, along the left side of the board. This shows the workers available for hire. It also shows the approximate game progress - if the marker along the right side of it is scrolled off the board, the game will end shortly after.&lt;br /&gt;
- The cattle market, shown under the board. This allows you to purchase more cattle.&lt;br /&gt;
- The objective display, shown under that. This allows you to pick up new objectives.&lt;br /&gt;
&lt;br /&gt;
Each player has their own board, which also shows:&lt;br /&gt;
- The overall turn structure, shown along the top of the board. This shows your movement, actions, and cleanup parameters, which can be upgraded as the game proceeds.&lt;br /&gt;
- Auxiliary actions, shown on the left side of this board. These show various actions you can take - if the disc next to the action has been removed, you can take this action.&lt;br /&gt;
- Your workers, in the center of your board. The number of cowboys, craftsmen, and engineers are shown here, along with bonuses for hiring these workers.&lt;br /&gt;
- Your certificates, represented by ribbons along the right side of your board. These can be spent in order to get a higher value hand.&lt;br /&gt;
- Your buildings still left to build, represented by tiles of your player color.&lt;br /&gt;
- Your cattle cards. These can be spent on various actions for money, or taken to the end of the trail for a delivery.&lt;br /&gt;
- Your objectives. You can complete these for extra points.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A turn of Great Western Trail consists of three phases: a movement phase, an action phase, and a cleanup phase, performed in that order. So in general, you will move some number of spaces, take an action related to where you moved to, and replenish any spent cards during your turn.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
During your movement phase, you can move up to your movement rating, which is listed on your player board. You don&#039;t have to move all of your allotted movement, but you do have to move at least once. You can only move forward along the trail, never backwards. One move consists of touching any building or token on the board - moving through empty space is free.&lt;br /&gt;
&lt;br /&gt;
Some spaces have a toll to cross, represented by a hand symbol. If you touch here, you must pay money - if it&#039;s a hazard on the board, you pay to the general supply, but if it&#039;s from another player&#039;s building, you pay them the money. However, if you don&#039;t have enough money, you just pay what you can and move ahead.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
If you ended your movement on a neutral building or one of your color, you can take actions for the spaces you are currently on. Alternatively, you can also take one of the auxiliary actions on your player board.&lt;br /&gt;
&lt;br /&gt;
==== Auxiliary Actions ====&lt;br /&gt;
&lt;br /&gt;
These actions can be taken regardless of where you stop on the board, and can sometimes be taken as part of another building&#039;s action, frequently as a double action (i.e. take the same action twice). However, these need to be unlocked as the game progresses (the first two of these start the game unlocked).&lt;br /&gt;
- Gain 1 coin.&lt;br /&gt;
- Draw a card from your deck, then discard a card.&lt;br /&gt;
- Pay 1 coin and move your train back one space to gain 1 certificate.&lt;br /&gt;
- Pay 1 coin to advance your train 1 space.&lt;br /&gt;
- Move your train back one space to permanently remove one of your cards from the game.&lt;br /&gt;
&lt;br /&gt;
==== Building Actions ====&lt;br /&gt;
&lt;br /&gt;
These are some of the common building actions. Note that all of these actions are optional and can be performed in any order.&lt;br /&gt;
- Discard a card for money. The tile will tell you which cards to discard and how much you will receive for it.&lt;br /&gt;
- Go to the cattle market. For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. When you buy a card, it goes to your discard pile (where it will return to your draw pile once you have run out of cards to draw). You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. You can also use 1 cowboy to add 2 more cards to the cattle market. Note that you will earn points just for having these cows in your deck.&lt;br /&gt;
- Build a building. Buildings are restricted based on the number of craftsmen available. Each building will tell you how many craftsmen are required, and for each craftsmen used this way, you will spend 2 coins. Alternatively, you may remodel an existing building by paying the difference in craftsmen, but the old building is permanently lost. Note that you will earn points just for having buildings on the map.&lt;br /&gt;
- Move your train. When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). Some of these actions will be dependent on the number of engineers. You can also use these to move to the stations - if you end your movement there, you can pay to place a disc on the station, gaining points and another ability. You can also trade a worker for the stationmaster tile, also gaining a one-time bonus and some conditional victory points.&lt;br /&gt;
- Hire more workers. The cost to hire is based on which row the worker is placed on. Only workers above the round marker are available. If hiring a worker covers an action on your board, immediately perform that action if able. Workers in the 5th and 6th column of your board are worth extra points.&lt;br /&gt;
- Trade with the natives/outlaws. Pick up the native/outlaw tile and gain coins based on its position.&lt;br /&gt;
- Clear a hazard. Pay money, then pick up the hazard tile. These will also award points at the end of the game.&lt;br /&gt;
- Take auxiliary actions. These will let you take any of your unlocked auxiliary actions, usually twice.&lt;br /&gt;
&lt;br /&gt;
Other similar actions may exist on your building tiles.&lt;br /&gt;
&lt;br /&gt;
==== Actions in Kansas City ====&lt;br /&gt;
&lt;br /&gt;
If you end your move in Kansas City, instead take the following actions:&lt;br /&gt;
- Add one tile from each of the three columns to the board. These will contain hazards and workers.&lt;br /&gt;
- Discard your hand. Gain coins equal to its numerical value, but ignore any duplicate cards - only unique cows are worth anything here! You may also spend certificates to add to this value.&lt;br /&gt;
- Place one of your discs on a delivery space up to the value you received in the previous step. These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. If there are any train crossings between your train and the space you&#039;re placing a disc, pay 1 coin for each of these. Note that the white bordered disc spaces can only accept white bordered discs (unless none are available), but black bordered spaces, which usually unlock stronger abilities, can accept either type of disc.&lt;br /&gt;
- Return your player marker to the start of the trail.&lt;br /&gt;
&lt;br /&gt;
==== Cleanup ====&lt;br /&gt;
&lt;br /&gt;
During the cleanup phase, draw until you have 4 cards in hand (potentially more if you&#039;ve removed the discs to increase your hand size). Any cards that were previously in your hand are kept.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=10552</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=10552"/>
		<updated>2021-12-16T18:44:42Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
=== Terrans === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Terra&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; During the Gaia phase, move the power tokens in your&lt;br /&gt;
Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; During the Gaia phase, when you move&lt;br /&gt;
power tokens from your Gaia area to area II of your power cycle,&lt;br /&gt;
you may gain resources as if you were spending that much power&lt;br /&gt;
to take free actions.&lt;br /&gt;
&lt;br /&gt;
=== Lantids === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Terra&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; When you take the “Build a Mine” action, you may&lt;br /&gt;
build a mine on a planet colonized by an opponent (including the&lt;br /&gt;
Lost Planet). Place your mine next to the opponent’s structure.&lt;br /&gt;
You do not have to pay for terraforming, but you must still pay&lt;br /&gt;
the mine’s cost. This mine counts as a normal mine in all ways&lt;br /&gt;
except the following: this mine cannot be upgraded, and it does&lt;br /&gt;
not count for any effects that relate to how many planet types or&lt;br /&gt;
Gaia planets you have colonized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; Each time you build a mine on a planet&lt;br /&gt;
colonized by an opponent, gain two knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Xenos === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Desert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; You place a third starting mine after all other starting&lt;br /&gt;
mines have been placed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can form federations with a total&lt;br /&gt;
power value of six instead of seven. You gain one Q.I.C. as&lt;br /&gt;
income instead of one power token.&lt;br /&gt;
&lt;br /&gt;
=== Gleens ===  &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Desert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; If you would ever gain Q.I.C., gain that much ore&lt;br /&gt;
instead; once you have upgraded to the indicated academy, this&lt;br /&gt;
effect no longer applies. To make a Gaia Planet habitable, pay&lt;br /&gt;
one ore instead of one Q.I.C. Each time you build a mine on a&lt;br /&gt;
Gaia Planet, gain two additional VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; When you upgrade&lt;br /&gt;
to the planetary institute, immediately gain&lt;br /&gt;
the Gleens’ federation token (gaining the&lt;br /&gt;
resources shown as normal). Gaining this&lt;br /&gt;
tile counts as forming a federation. The&lt;br /&gt;
planetary institute itself can still be part of&lt;br /&gt;
a federation on the board.&lt;br /&gt;
&lt;br /&gt;
=== Taklons=== &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Swamp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; The Brainstone counts as one power token&lt;br /&gt;
(when starting a Gaia Project, building satellites, etc.),&lt;br /&gt;
but you can spend it as if it were three power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; Each time you would charge power from&lt;br /&gt;
“Passive Action: Charge Power,” you gain one power token. You&lt;br /&gt;
can choose to gain the power before or after charging.&lt;br /&gt;
&lt;br /&gt;
=== Ambas=== &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Swamp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; - NA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; Once per round, as an action, you can&lt;br /&gt;
swap your planetary institute with one of your mines on the&lt;br /&gt;
game board (this can help you form a new federation). This has&lt;br /&gt;
no impact on existing federations, even if their power value&lt;br /&gt;
becomes less than seven. The swap does not count as a build or&lt;br /&gt;
upgrade action; no VP or power can be gained from it.&lt;br /&gt;
&lt;br /&gt;
=== Hadsch Hallas === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Oxide&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can spend credits instead of power to&lt;br /&gt;
take free actions that allow you to gain resources.&lt;br /&gt;
Example: You can spend 3 credits to take the free action that&lt;br /&gt;
allows you to gain one ore.&lt;br /&gt;
&lt;br /&gt;
=== Ivits === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Oxide&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039;  During setup, do not place mines. Instead, after all other&lt;br /&gt;
players have placed mines (including the Xenos’ third mine),&lt;br /&gt;
place your planetary institute on any red planet. You can only have one federation, but each time the power value of your federation becomes a multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again. You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; As a special action, place a space station&lt;br /&gt;
on an accessible space that does not contain a planet or another&lt;br /&gt;
space station. The accessibility of a space follows the same rules&lt;br /&gt;
as the “Build a Mine” action.&lt;br /&gt;
&lt;br /&gt;
=== Geodens === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Volcanic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; NA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; The first time you build a mine on each&lt;br /&gt;
planet type, gain 3 knowledge. (You do not gain knowledge for&lt;br /&gt;
planet types you colonized before upgrading to your planetary&lt;br /&gt;
institute.)&lt;br /&gt;
&lt;br /&gt;
===Bal T’aks===&lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Volcanic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; You cannot advance in the “Navigation” research area,&lt;br /&gt;
even if you take the tech tile below the “Navigation” research area.&lt;br /&gt;
If you do take that tech tile, no advancement occurs.&lt;br /&gt;
As a free action, you can move a Gaiaformer from a Gaiaformer&lt;br /&gt;
space on your faction board to your Gaia area to gain one Q.I.C.&lt;br /&gt;
Gaiaformers in your Gaia area are not available until the next Gaia&lt;br /&gt;
phase. In the next Gaia phase, move any Gaiaformer in your Gaia&lt;br /&gt;
area back to its Gaiaformer space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can now advance in the “Navigation”&lt;br /&gt;
research area.&lt;br /&gt;
&lt;br /&gt;
=== Firaks=== &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Titanium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; NA&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; As an action, you can “downgrade” a&lt;br /&gt;
research lab into a trading station and immediately advance one&lt;br /&gt;
level in a research area of your choice. Advancing in a research&lt;br /&gt;
area is explained on page 15. This counts as an “Upgrade to a&lt;br /&gt;
Trading Station” action. You can later upgrade the trading station&lt;br /&gt;
back into a research lab using the normal rules (including gaining&lt;br /&gt;
a new tech tile).&lt;br /&gt;
&lt;br /&gt;
=== Bescods===  &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Titanium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; The positions of your planetary institute and academies&lt;br /&gt;
are swapped on your faction board, as is the income you gain&lt;br /&gt;
for trading stations and research labs. As with the other factions,&lt;br /&gt;
upgrading to an academy or a research lab allows you to gain a&lt;br /&gt;
tech tile.&lt;br /&gt;
Once per round, as an action, you can advance your lowest-level&lt;br /&gt;
token in a research area (without paying knowledge). If multiple&lt;br /&gt;
of your tokens are tied for the lowest level, choose which of&lt;br /&gt;
the tied tokens to advance. To advance to level 5 this way, you&lt;br /&gt;
must still flip a federation token as normal. Remember, only one&lt;br /&gt;
player can reach level 5 of each research area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; The power value of your structures on gray&lt;br /&gt;
planets (your home type) is increased by one (in addition to any&lt;br /&gt;
other effects that increase their power value).&lt;br /&gt;
&lt;br /&gt;
=== Nevlas ===  &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Ice &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; As a free action, you can move one power token from&lt;br /&gt;
area III of your power cycle to your Gaia area to gain one&lt;br /&gt;
knowledge (these power tokens follow the normal Gaia phase&lt;br /&gt;
rules). This does not count as spending power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; You can spend power tokens in area III of&lt;br /&gt;
your power cycle as if they were each two power. Otherwise,&lt;br /&gt;
they count as one power token (when starting a Gaia Project,&lt;br /&gt;
building satellites, etc.). When paying for a power action with an&lt;br /&gt;
odd power cost (1, 3, 5, etc.), the unspent power is lost.&lt;br /&gt;
&lt;br /&gt;
=== Itars === &lt;br /&gt;
&#039;&#039;&#039;Planet Type:&#039;&#039;&#039; Ice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability:&#039;&#039;&#039; Each time you discard a power token from area II of&lt;br /&gt;
your power cycle to move another power token to area III, place&lt;br /&gt;
the discarded power token in your Gaia area instead of returning&lt;br /&gt;
it to the supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Institute:&#039;&#039;&#039; During the Gaia phase, you can discard&lt;br /&gt;
4 power tokens from your Gaia area to immediately gain a tech&lt;br /&gt;
tile (standard or advanced).&lt;br /&gt;
&lt;br /&gt;
==Rules to Remember==&lt;br /&gt;
* Resource Storage Limits - Ore: 15, Knowledge: 15, Credits: 30.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
*1. Build a Mine. This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (the green ones), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your gaiaforming ability (the first track from the left) and the planet cycle on your board.&lt;br /&gt;
*2. Start a Gaia Project. This allows you to transform nebula (purple clouds) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally.&lt;br /&gt;
*3. Upgrade Existing Structure. Mines can be upgraded to Trade Centers, which usually produce credits - note that this has a cheaper cost if it&#039;s at least two units away from another player&#039;s building. Trade Centers can be upgraded to either a Planetary Institute, which produces power and unlocks an ability specific to your character, or Research Stations, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks. These can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC.&lt;br /&gt;
*4. Form a Federation. This allows you to join together structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
*5. Research Progress. Spend 4 knowledge to advance on any track. The tracks are gaiaforming, which increases your ability to gaiaform planets; navigation, which increases the range at which you can build more structures; artificial intelligence, which gives you more QIC; gaia project, which allows you to perform gaia project actions; economics, which increase your resource income; and science, which increases your research income. In general, if there&#039;s a white spark over a symbol, you gain that immediately, and if there&#039;s a hand symbol, you gain that as income each round.&lt;br /&gt;
*6. Power and Q.I.C. Actions. Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken once per round.&lt;br /&gt;
*7. Special Actions. Use any actions printed on booster tiles or your character board. These can also only be taken once per round.&lt;br /&gt;
*8. Pass. Select a new booster tile, then wait until all other players have passed.&lt;br /&gt;
*Free Actions&lt;br /&gt;
*Passive Action: Charging power.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=10551</id>
		<title>Gamehelparnak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=10551"/>
		<updated>2021-12-16T18:28:37Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: /* Structure Of A Round */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Lost Ruins of Arnak, you&#039;ll be trying to uncover the titular lost ruins and the area around it. You&#039;ll do this by sending out your team of archaeologists to various locations to gather resources, collect cards for various effects, and advance on a research track to further find the lost ruins. The player with the most points at the end wins the game!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, each player has their own board, mostly to track their own resources and pieces. Each player, has:&lt;br /&gt;
* Two explorers, which can be placed on the main board to activate various spaces on it.&lt;br /&gt;
* Cards, which can be used for various effects. Each player has a hand of cards they have immediate access to, a draw pile that can be drawn from, and a discard pile where cards that were already used this turn go.&lt;br /&gt;
* Coins, mostly used to buy more item cards.&lt;br /&gt;
* Compasses, mostly used to explore new locations and buy artifact cards.&lt;br /&gt;
* Tablets, mostly used to activate artifact cards or advance on the research track.&lt;br /&gt;
* Arrowheads, mostly used to advance on the research track.&lt;br /&gt;
* Jewels, mostly used to advance on the research track.&lt;br /&gt;
* Idols, earned as a reward for being the first to explore new locations, and can be spent for a few bonus effects. Each idol is also worth 3 points, and bonus effects that were never invoked also award points.&lt;br /&gt;
* Defeated guardians, which can be overcome from the main board. Each guardian is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
The lost ruins themselves are on the main board. In more detail, the board contains:&lt;br /&gt;
* A card market, along the top of the board. This contains artifacts on the left and items on the right, which can be purchased by spending the appropriate number of compasses or coins. This also contains a round tracker that advances to the right as the game continues, and also changes the distribution of how many artifacts and items are available.&lt;br /&gt;
* The map, which contains various actions that can be activated by sending explorers there. The most basic actions are at the bottom of the board, the most advanced at the top, and the middle reserved for the middle of that scale.&lt;br /&gt;
* The research track. By spending certain resources, players can advance their tokens along it. The rewards for doing so are pictured on the right side of it.&lt;br /&gt;
&lt;br /&gt;
Note that there are two different boards, the Bird Temple and Snake Temple, which have different maps and research tracks. The Bird Temple is generally considered the most straightforward of these.&lt;br /&gt;
&lt;br /&gt;
== Structure Of A Round ==&lt;br /&gt;
&lt;br /&gt;
Lost Ruins of Arnak takes place across five rounds. Each round essentially lasts until all other players have passed, all in between some setup and end phase.&lt;br /&gt;
* In the beginning of each round, each player draws 5 cards from their deck.&lt;br /&gt;
* Then, starting with the player with the first player token (shaped like a clock) and proceeding around the table, each player takes a turn. What to do on your turn will be discussed further down this article. This continues until all players have passed.&lt;br /&gt;
* Once all players have passed, if any explorers ended their turn on the same space as a guardian, they add a Fear card to their deck. Then they collect all explorers on the board back to their supply.&lt;br /&gt;
* All players shuffle their discard piles and cards still in your hand, then place them underneath their draw piles (so that any cards that weren&#039;t drawn last round will be drawn again first).&lt;br /&gt;
* Straighten all used assistants so that they may be used again.&lt;br /&gt;
* The first player token passes one player to the left.&lt;br /&gt;
* The item and artifact card closest to the round marker are both exiled. The round marker advances one space over, then both card markets are refilled.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
During each turn, a player takes one main action, which can be preceded or followed by any number of optional free actions. The main actions are as follows:&lt;br /&gt;
* Send an explorer to a location. To do this, you&#039;ll need to discard a card from your hand (or use another effect) containing a matching travel symbol. Note that a plane symbol can be used in place of any other symbol, a car or boat symbol can also be used for a foot symbol, and you can always pay 2 coins to generate a plane symbol on the spot. You can also explore a new location by spending 3 compasses for any of the actions in the middle of the board, or 6 compasses for any of the actions on the top of the board; if you do, you gain the resource or bonus pictured on the space, gain an idol (2 if it was on the top row), the action itself is revealed and immediately applied, and a guardian is revealed.&lt;br /&gt;
* Overcome a guardian, if you have an explorer on a space that contains one. Pay the resources and symbols on the guardian to claim it. This will be worth 5 points at the end of the game, prevents you from gaining Fear cards, and gives you another bonus that can be used once per game as a free action or travel symbol.&lt;br /&gt;
* Advance on the research track. Pay the cost between spaces to advance between them. If you&#039;re the first player to do this, gain the resource or bonus on the space, then remove it. Either way, you&#039;ll also get the bonus listed on the right side of the track. You can move either the notebook or magnifying glass, but the notebook can never advance further than the magnifying glass.&lt;br /&gt;
* Gain a lost ruins tile, if your magnifying glass is at the top of the research track. You may pay any combination of symbols listed at the space - the more you pay, the better tile you will get. You&#039;ll gain a brown tile worth 2 points for one set of symbols, a silver symbol worth 6 symbols for two, or a gold tile worth 11 points for all three. &lt;br /&gt;
* Play one of the cards in your hand (unless it has a lightning bolt symbol, in which case it&#039;s a free action). Do what the card says, then discard it. If the card is an artifact, you need to pay one tablet first.&lt;br /&gt;
* Use an assistant (as with cards, many of these might instead be free actions). Turn it sideways to indicate that it was used.&lt;br /&gt;
* Buy a card from the market. The cost for any given card is in the bottom left corner. If it&#039;s an item, put the card at the bottom of your deck. If it&#039;s an artifact, immediately use its effect as if you played it, then put it in your discard pile. Either way, refill the market by moving all cards of that type towards the round tracker, then add a new card from its deck.&lt;br /&gt;
&lt;br /&gt;
The free actions you could take in addition to this are:&lt;br /&gt;
* Play a free action card from your hand. These almost always give you resources.&lt;br /&gt;
* Use a free action assistant. These almost always also give you resources.&lt;br /&gt;
* Spend an idol for a bonus effect. There are five bonuses you could gain from this, which are pictured to the left of the idols themselves. However, the spent idol occupies a space containing points, in turn meaning you&#039;ll score points by NOT using these.&lt;br /&gt;
* Use the effect of a defeated guardian. These are one-time effects that can only be used once per game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after five rounds. When the game ends, you&#039;ll score points, which will come from:&lt;br /&gt;
* The cards in your deck. Lose 1 point for each Fear card, but gain points for all other cards as indicated by their point values in the bottom right corner. (All other starting cards are not worth any points.)&lt;br /&gt;
* Idols. Each idol is worth 3 points, whether or not it was spent or not. In addition, score points for each unused bonus action.&lt;br /&gt;
* Guardians. Each guardian you overcame is worth 5 points, whether or not you used its bonus effect or not.&lt;br /&gt;
* Final position on the research track. Gain points for the position of your magnifying glass and notebook.&lt;br /&gt;
* Tiles gained in the lost ruins. Each bronze tile is worth 2 points, silver is worth 6, and gold is worth 11.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! Ties are broken with preference towards the player who reached the top of the research track first, or was closest to doing so.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=10113</id>
		<title>Gamehelparnak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=10113"/>
		<updated>2021-11-09T04:15:34Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Lost Ruins of Arnak, you&#039;ll be trying to uncover the titular lost ruins and the area around it. You&#039;ll do this by sending out your team of archaeologists to various locations to gather resources, collect cards for various effects, and advance on a research track to further find the lost ruins. The player with the most points at the end wins the game!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, each player has their own board, mostly to track their own resources and pieces. Each player, has:&lt;br /&gt;
* Two explorers, which can be placed on the main board to activate various spaces on it.&lt;br /&gt;
* Cards, which can be used for various effects. Each player has a hand of cards they have immediate access to, a draw pile that can be drawn from, and a discard pile where cards that were already used this turn go.&lt;br /&gt;
* Coins, mostly used to buy more item cards.&lt;br /&gt;
* Compasses, mostly used to explore new locations and buy artifact cards.&lt;br /&gt;
* Tablets, mostly used to activate artifact cards or advance on the research track.&lt;br /&gt;
* Arrowheads, mostly used to advance on the research track.&lt;br /&gt;
* Jewels, mostly used to advance on the research track.&lt;br /&gt;
* Idols, earned as a reward for being the first to explore new locations, and can be spent for a few bonus effects. Each idol is also worth 3 points, and bonus effects that were never invoked also award points.&lt;br /&gt;
* Defeated guardians, which can be overcome from the main board. Each guardian is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
The lost ruins themselves are on the main board. In more detail, the board contains:&lt;br /&gt;
* A card market, along the top of the board. This contains artifacts on the left and items on the right, which can be purchased by spending the appropriate number of compasses or coins. This also contains a round tracker that advances to the right as the game continues, and also changes the distribution of how many artifacts and items are available.&lt;br /&gt;
* The map, which contains various actions that can be activated by sending explorers there. The most basic actions are at the bottom of the board, the most advanced at the top, and the middle reserved for the middle of that scale.&lt;br /&gt;
* The research track. By spending certain resources, players can advance their tokens along it. The rewards for doing so are pictured on the right side of it.&lt;br /&gt;
&lt;br /&gt;
Note that there are two different boards, the Bird Temple and Snake Temple, which have different maps and research tracks. The Bird Temple is generally considered the most straightforward of these.&lt;br /&gt;
&lt;br /&gt;
== Structure Of A Round ==&lt;br /&gt;
&lt;br /&gt;
Lost Ruins of Arnak takes place across five rounds. Each round essentially lasts until all other players have passed, all in between some setup and end phase.&lt;br /&gt;
* In the beginning of each round, each player draws 5 cards from their deck.&lt;br /&gt;
* Then, starting with the player with the first player token (shaped like a clock) and proceeding around the table, each player takes a turn. What to do on your turn will be discussed further down this article. This continues until all players have passed.&lt;br /&gt;
* Once all players have passed, if any explorers ended their turn on the same space as a guardian, they add a Fear card to their deck. Then they collect all explorers on the board back to their supply.&lt;br /&gt;
* All players shuffle their discard piles and cards still in your hand back into their draw piles.&lt;br /&gt;
* Straighten all used assistants so that they may be used again.&lt;br /&gt;
* The first player token passes one player to the left.&lt;br /&gt;
* The item and artifact card closest to the round marker are both exiled. The round marker advances one space over, then both card markets are refilled.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
During each turn, a player takes one main action, which can be preceded or followed by any number of optional free actions. The main actions are as follows:&lt;br /&gt;
* Send an explorer to a location. To do this, you&#039;ll need to discard a card from your hand (or use another effect) containing a matching travel symbol. Note that a plane symbol can be used in place of any other symbol, a car or boat symbol can also be used for a foot symbol, and you can always pay 2 coins to generate a plane symbol on the spot. You can also explore a new location by spending 3 compasses for any of the actions in the middle of the board, or 6 compasses for any of the actions on the top of the board; if you do, you gain the resource or bonus pictured on the space, gain an idol (2 if it was on the top row), the action itself is revealed and immediately applied, and a guardian is revealed.&lt;br /&gt;
* Overcome a guardian, if you have an explorer on a space that contains one. Pay the resources and symbols on the guardian to claim it. This will be worth 5 points at the end of the game, prevents you from gaining Fear cards, and gives you another bonus that can be used once per game as a free action or travel symbol.&lt;br /&gt;
* Advance on the research track. Pay the cost between spaces to advance between them. If you&#039;re the first player to do this, gain the resource or bonus on the space, then remove it. Either way, you&#039;ll also get the bonus listed on the right side of the track. You can move either the notebook or magnifying glass, but the notebook can never advance further than the magnifying glass.&lt;br /&gt;
* Gain a lost ruins tile, if your magnifying glass is at the top of the research track. You may pay any combination of symbols listed at the space - the more you pay, the better tile you will get. You&#039;ll gain a brown tile worth 2 points for one set of symbols, a silver symbol worth 6 symbols for two, or a gold tile worth 11 points for all three. &lt;br /&gt;
* Play one of the cards in your hand (unless it has a lightning bolt symbol, in which case it&#039;s a free action). Do what the card says, then discard it. If the card is an artifact, you need to pay one tablet first.&lt;br /&gt;
* Use an assistant (as with cards, many of these might instead be free actions). Turn it sideways to indicate that it was used.&lt;br /&gt;
* Buy a card from the market. The cost for any given card is in the bottom left corner. If it&#039;s an item, put the card at the bottom of your deck. If it&#039;s an artifact, immediately use its effect as if you played it, then put it in your discard pile. Either way, refill the market by moving all cards of that type towards the round tracker, then add a new card from its deck.&lt;br /&gt;
&lt;br /&gt;
The free actions you could take in addition to this are:&lt;br /&gt;
* Play a free action card from your hand. These almost always give you resources.&lt;br /&gt;
* Use a free action assistant. These almost always also give you resources.&lt;br /&gt;
* Spend an idol for a bonus effect. There are five bonuses you could gain from this, which are pictured to the left of the idols themselves. However, the spent idol occupies a space containing points, in turn meaning you&#039;ll score points by NOT using these.&lt;br /&gt;
* Use the effect of a defeated guardian. These are one-time effects that can only be used once per game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after five rounds. When the game ends, you&#039;ll score points, which will come from:&lt;br /&gt;
* The cards in your deck. Lose 1 point for each Fear card, but gain points for all other cards as indicated by their point values in the bottom right corner. (All other starting cards are not worth any points.)&lt;br /&gt;
* Idols. Each idol is worth 3 points, whether or not it was spent or not. In addition, score points for each unused bonus action.&lt;br /&gt;
* Guardians. Each guardian you overcame is worth 5 points, whether or not you used its bonus effect or not.&lt;br /&gt;
* Final position on the research track. Gain points for the position of your magnifying glass and notebook.&lt;br /&gt;
* Tiles gained in the lost ruins. Each brown tile is worth 2 points, silver is worth 6, and gold is worth 11.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! Ties are broken with preference towards the player who reached the top of the research track first, or was closest to doing so.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=9203</id>
		<title>Gamehelptapestry</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=9203"/>
		<updated>2021-08-23T04:39:39Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: Expanded section on buildings, and other minor additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Tapestry, you&#039;ll be guiding your civilization through time to write the story of their glorious civilization. In order to do that, you&#039;ll be advancing on various tracks representing their progress and knowledge in four key concepts - exploration, technology, military, and science - as they come up with new innovations. This will allow you to score points, expand and control the board, and gain other abilities. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Each player has the following resources:&lt;br /&gt;
* Money, represented by a yellow money bag. This mostly used to advance on the technology track.&lt;br /&gt;
* Workers, represented by a gray meeple. This is mostly used to advance on the science track.&lt;br /&gt;
* Food, represented by a brown mushroom. This is mostly used to advance on the exploration track.&lt;br /&gt;
* Culture, represented by a red star. This is mostly used to advance on the military track.&lt;br /&gt;
* Income buildings, which are the same colors as the above four items. These start the game on players&#039; boards, but can later can be moved to each player&#039;s capital city to acquire the income bonuses underneath and to gain points or resources in your capital.&lt;br /&gt;
* Tapestry cards, which are green. These can be played at specific points in the game for a bonus effect or ability.&lt;br /&gt;
* Land tiles. This can be played onto the main board using an Explore action.&lt;br /&gt;
* Space tiles, which are deep blue. These give a specific ability once activated.&lt;br /&gt;
* Technology cards, which are yellow. These can be invented and upgraded for various abilities.&lt;br /&gt;
* Outposts, represented by columns of your player color. These are placed on the board to show you have control of a territory using a Conquer action.&lt;br /&gt;
* Tokens, represented by cubes. These track your progress on the different tracks. Your civilization may use these tokens for other things, and will describe how they are used in more detail.&lt;br /&gt;
&lt;br /&gt;
All of the above items are public knowledge except for tapestry cards.&lt;br /&gt;
&lt;br /&gt;
Each player has three boards:&lt;br /&gt;
* The left board is your civilization board. This describes the background of your civilization and any abilities or special actions they may have.&lt;br /&gt;
* The center board is your income board. This tracks how many resources you have, which tapestry cards you&#039;ve played, which buildings you have yet to build, and the bonuses associated with any buildings already built.&lt;br /&gt;
* The right board is your capital city. Buildings that are already built go here.&lt;br /&gt;
&lt;br /&gt;
The central board contains the following:&lt;br /&gt;
* The game score (not shown on the BGA interface - look at the player panels for this instead).&lt;br /&gt;
* The four primary tracks - technology, science, exploration, and military, as well as the actions for each step on the track.&lt;br /&gt;
* The game map. At the beginning of the game, this contains just a few islands, but can be added to as the game progresses.&lt;br /&gt;
* Achievements, which are to the lower left of the game map. These are extra accomplishments that award points if you are among the first to complete them.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you are dealt two random civilization boards. Choose one of them and follow any setup instructions shown on them.&lt;br /&gt;
&lt;br /&gt;
In a 2 or 3 player game, you are also dealt two capital city boards. Choose one of them. This board has a number on it - place two of your outposts on that numbered space on the game map. (In a 4 or 5 player game, you are only dealt one of these and claim it automatically.)&lt;br /&gt;
&lt;br /&gt;
All other setup components are automated by BGA.&lt;br /&gt;
&lt;br /&gt;
== Game Flow / What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Tapestry takes place over multiple rounds. In most rounds, you&#039;ll advance on one of the four tracks by paying a resource cost - the exact cost depends on the track and the position you are advancing to (each is broken into four tiers with increasing costs). Afterwards, you&#039;ll take the actions associated with your new position on that track. Some spaces have an optional bonus attached to it, which you can pay additional resources to activate.&lt;br /&gt;
&lt;br /&gt;
On other turns, usually those in which you don&#039;t have enough resources to advance on a track, you&#039;ll instead take an income turn. On these turns, you&#039;ll apply any civilization abilities (if they exist), play tapestry cards, upgrade technologies, and gain income. Your first turn of the game will always be an income turn, and your fifth income turn will be your last action of the game.&lt;br /&gt;
&lt;br /&gt;
=== The Exploration Track / Exploring Tiles ===&lt;br /&gt;
&lt;br /&gt;
The exploration track specializes in adding new tiles to the map. Many of the spaces involve collecting or placing land tiles. When you explore new land, you place one of the land tiles onto the board and gain the resource or bonus pictured on it. You may freely rotate the tile before placing it. For each side of the tile that has at least one land type matching a space already on the board, gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
The end of the Exploration Track also allows you to get space tiles. Once you gain these, just follow the instructions on them for an immediate bonus.&lt;br /&gt;
&lt;br /&gt;
=== The Military Track / Conquering Tiles ===&lt;br /&gt;
&lt;br /&gt;
The military track specializes in gaining control of the map. Many of the spaces involve conquering a tile. To do this, place one of your outposts on a space adjacent to one you already control, then roll both conquer dice. One of these gives you points, and another can give your resources - choose one of them as your bonus.&lt;br /&gt;
&lt;br /&gt;
You can conquer territories controlled by an opponent this way - if you do, topple their outpost sideways. However, there is a specific tapestry card called a Trap that can reverse the effect of this, so be careful! (You still get the conquer bonus if this happens, you just don&#039;t gain control of the territory.) Also note that at no point can there ever be more than two pieces of any type on any space, so certain spaces will become &amp;quot;safe&amp;quot; as a result.&lt;br /&gt;
&lt;br /&gt;
=== The Technology Track / Technologies ===&lt;br /&gt;
&lt;br /&gt;
The technology track specializes in inventing and upgrading technologies. Many of the spaces involve the technology cards. When you first invent a technology, pick up one of the three face up technology cards next to the board, or the top card of that deck, and put one of them on the bottom row of your technology cards. Multiple cards can be in any given row.&lt;br /&gt;
&lt;br /&gt;
At certain points, you&#039;ll be able to upgrade this technology by moving it to the next row. When you move it to the middle row, gain the benefit pictured within the circle of your card. Once there, it can be upgraded again to gain the benefit pictured in the square, but this upgrade can only be performed if you or the players next to you have reached a particular space on a track.&lt;br /&gt;
&lt;br /&gt;
Note that certain technologies involve placing a landmark building - see the rules on landmarks for more details about how that works.&lt;br /&gt;
&lt;br /&gt;
=== The Science Track / The Science Die ===&lt;br /&gt;
&lt;br /&gt;
The science track specializes in assisting in advancing on other tracks. Many of the spaces involve the science die. When you activate these, roll this die - you may then advance on the indicated track. Early spaces on this just advance your position on this track without gaining any benefits from it, but later ones do gain the benefits as if you had occupied the space normally.&lt;br /&gt;
&lt;br /&gt;
Later spaces on the track allow you to either repeat the effects of a specific track or change their position on it, which work the same way as above.&lt;br /&gt;
&lt;br /&gt;
=== Buildings / Your Capital City ===&lt;br /&gt;
&lt;br /&gt;
Buildings can be separated into two categories, income buildings and landmark buildings. Income buildings are usually gained from a track and will help gain income usable on that track or points that are easier to gain from actions on it; these always occupy just one unit of space. Landmark buildings are gained from being the first player on different tiers of the track or from specific technologies and occupy a larger amount of space on them (a 2x2 square at minimum).&lt;br /&gt;
&lt;br /&gt;
When you place a building, it goes on any blank space on your capital city. Landmark buildings can be placed so they rest only partially on the board (as long as they occupy at least one space on it), but otherwise have the same rules for placement. Spaces with a red dot can&#039;t have a building on them, but for all other purposes are considered already filled in.&lt;br /&gt;
&lt;br /&gt;
Once any 3x3 block within the capital is completely filled with buildings (and reserved space), gain any resource. Also, each completed row and column will award extra points during an income turn.&lt;br /&gt;
&lt;br /&gt;
=== Income Turns ===&lt;br /&gt;
&lt;br /&gt;
Income turns are typically taken when you have run out of resources to take advance turns. When you do these, the following things happen, in this order:&lt;br /&gt;
* Activate any civilization-based abilities on your civilization board (if any exist).&lt;br /&gt;
* Play a tapestry card. These can either be one-time effects or an ability that persists until the next time you take an income turn or play a new tapestry card that replaces it. (Skip this step on the first and last income turn of the game.)&lt;br /&gt;
* If you are the first player among you and your neighbors to play a tapestry card in this position, gain resources.&lt;br /&gt;
* Upgrade one of your technologies.&lt;br /&gt;
* Gain all points as shown from revealed income buildings. More specifically...&lt;br /&gt;
- Your yellow buildings (markets) will give you points for how many technology cards you have, in any position.&lt;br /&gt;
- Your gray buildings (houses) will give you points for each row and each column in your capital city that is complete.&lt;br /&gt;
- Your red buildings (armories) will give you points for each space you control on the map.&lt;br /&gt;
- Your brown buildings (farms) and the last space of each track will give you points with no extra conditions or variables.&lt;br /&gt;
* Gain resources as shown from revealed income buildings. (Skip this step on the last income turn of the game.)&lt;br /&gt;
&lt;br /&gt;
Note that the first turn of the game will always be an income turn (but will usually require no interaction on your part), and you may not take any further actions your fifth and final income turn.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all players have taken their fifth income turn. This can happen asynchronously and not all players will have the same number of turns or stop performing actions at the same time. The player with the most points at the end of the game wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=9190</id>
		<title>Gamehelptapestry</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=9190"/>
		<updated>2021-08-21T22:11:28Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: /* = The Technology Track / Technologies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Tapestry, you&#039;ll be guiding your civilization through time to write the story of their glorious civilization. In order to do that, you&#039;ll be advancing on various tracks representing their progress and knowledge in four key concepts - exploration, technology, military, and science - as they come up with new innovations. This will allow you to score points, expand and control the board, and gain other abilities. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Each player has the following resources:&lt;br /&gt;
* Money, represented by a yellow money bag. This mostly used to advance on the technology track.&lt;br /&gt;
* Workers, represented by a gray meeple. This is mostly used to advance on the science track.&lt;br /&gt;
* Food, represented by a brown mushroom. This is mostly used to advance on the exploration track.&lt;br /&gt;
* Culture, represented by a red star. This is mostly used to advance on the military track.&lt;br /&gt;
* Income buildings, which are the same colors as the above four items. These start the game on players&#039; boards, but can later can be moved to each player&#039;s capital city to acquire the income bonuses underneath and to gain points or resources in your capital.&lt;br /&gt;
* Tapestry cards, which are green. These can be played at specific points in the game for a bonus effect or ability.&lt;br /&gt;
* Land tiles. This can be played onto the main board.&lt;br /&gt;
* Space tiles, which are deep blue. These give a specific ability once picked up.&lt;br /&gt;
* Technology cards, which are yellow. These can be invented and upgraded for various abilities.&lt;br /&gt;
* Outposts, represented by columns of your player color. These are placed on the board to show you have control of a territory.&lt;br /&gt;
&lt;br /&gt;
All of the above items are public knowledge except for tapestry cards.&lt;br /&gt;
&lt;br /&gt;
Each player has three boards:&lt;br /&gt;
* The left board is your civilization board. This describes the background of your civilization and any abilities or special actions they may have.&lt;br /&gt;
* The center board is your income board. This tracks how many resources you have, which tapestry cards you&#039;ve played, which buildings you have yet to build, and the bonuses associated with any buildings already built.&lt;br /&gt;
* The right board is your capital city. Buildings that are already built go here.&lt;br /&gt;
&lt;br /&gt;
The central board contains the following:&lt;br /&gt;
* The game score (not shown on the BGA interface - look at the player panels for this instead).&lt;br /&gt;
* The four primary tracks - technology, science, exploration, and military, as well as the actions for each step on the track.&lt;br /&gt;
* The game map. At the beginning of the game, this contains just a few islands, but can be added to as the game progresses.&lt;br /&gt;
* Achievements, which are to the lower left of the game map. These are extra accomplishments that award points if you are among the first to complete them.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you are dealt two random civilization boards. Choose one of them and follow any setup instructions shown on them.&lt;br /&gt;
&lt;br /&gt;
In a 2 or 3 player game, you are also dealt two capital city boards. Choose one of them. This board has a number on it - place two of your outposts on that numbered space on the game map. (In a 4 or 5 player game, you are only dealt one of these and claim it automatically.)&lt;br /&gt;
&lt;br /&gt;
All other setup components are automated by BGA.&lt;br /&gt;
&lt;br /&gt;
== Game Flow / What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Tapestry takes place over multiple rounds. In most rounds, you&#039;ll advance on one of the four tracks by paying a resource cost - the exact cost depends on the track and the position you are advancing to (each is broken into four tiers with increasing costs). Afterwards, you&#039;ll take the actions associated with your new position on that track. Some spaces have an optional bonus attached to it, which you can pay additional resources to activate.&lt;br /&gt;
&lt;br /&gt;
On other turns, usually those in which you don&#039;t have enough resources to advance on a track, you&#039;ll instead take an income turn. On these turns, you&#039;ll apply any civilization abilities (if they exist), play tapestry cards, upgrade technologies, and gain income. Your first turn of the game will always be an income turn, and your fifth income turn will be your last action of the game.&lt;br /&gt;
&lt;br /&gt;
=== The Exploration Track / Exploring Tiles ===&lt;br /&gt;
&lt;br /&gt;
The exploration track specializes in adding new tiles to the map. Many of the spaces involve collecting or placing land tiles. When you explore new land, you place one of the land tiles onto the board and gain the resource or bonus pictured on it. You may freely rotate the tile before placing it. For each side of the tile that has at least one land type matching a space already on the board, gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
The end of the Exploration Track also allows you to get space tiles. Once you gain these, just follow the instructions on them for an immediate bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Military Track / Conquering Tiles ===&lt;br /&gt;
&lt;br /&gt;
The military track specializes in gaining control of the map. Many of the spaces involve conquering a tile. To do this, place one of your outposts on a space adjacent to one you already control, then roll both conquer dice. One of these gives you points, and another can give your resources - choose one of them as your bonus.&lt;br /&gt;
&lt;br /&gt;
You can conquer territories controlled by an opponent this way - if you do, topple their outpost sideways. However, there is a specific tapestry card called a Trap that can reverse the effect of this, so be careful! (You still get the conquer bonus if this happens, you just don&#039;t gain control of the territory.) Also note that at no point can there ever be more than two pieces of any type on any space, so certain spaces will become &amp;quot;safe&amp;quot; as a result.&lt;br /&gt;
&lt;br /&gt;
=== The Technology Track / Technologies ===&lt;br /&gt;
&lt;br /&gt;
The technology track specializes in inventing and upgrading technologies. Many of the spaces involve the technology cards. When you first invent a technology, pick up one of the three face up technology cards next to the board and put one of them on the bottom row of your technology cards. Multiple cards can be in any given row.&lt;br /&gt;
&lt;br /&gt;
At certain points, you&#039;ll be able to upgrade this technology by moving it to the next row. When you move it to the middle row, gain the benefit pictured within the circle of your card. Once there, it can be upgraded again to gain the benefit pictured in the square, but this upgrade can only be performed if you or the players next to you have reached a particular space on a track.&lt;br /&gt;
&lt;br /&gt;
Note that certain technologies involve placing a landmark building - see the rules on landmarks for more details about how that works.&lt;br /&gt;
&lt;br /&gt;
=== The Science Track / The Science Die ===&lt;br /&gt;
&lt;br /&gt;
The science track specializes in assisting in advancing on other tracks. Many of the spaces involve the science die. When you activate these, roll this die - you may then advance on the indicated track. Early spaces on this just advance your position on this track without gaining any benefits from it, but later ones do gain the benefits as if you had occupied the space normally.&lt;br /&gt;
&lt;br /&gt;
Later spaces on the track allow you to either repeat the effects of a specific track or change their position on it, which work the same way as above.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
Buildings can be separated into two categories, income buildings and landmark buildings. Income buildings are usually gained from a track and will help gain income usable on that track or points that are easier to gain from actions on it. When you place a building, it goes on any blank space on your capital city. Spaces with a red dot can&#039;t have a building on them, but for all other purposes are considered already filled in.&lt;br /&gt;
&lt;br /&gt;
Landmark buildings are gained from being the first player on different tiers of the track or from specific technologies and occupy a larger amount of space on them. These can be placed so they rest only partially on the board (as long as they occupy at least one space), but otherwise have the same rules for placement.&lt;br /&gt;
&lt;br /&gt;
=== Income Turns ===&lt;br /&gt;
&lt;br /&gt;
Income turns are typically taken when you have run out of resources to take advance turns. When you do these, the following things happen, in this order:&lt;br /&gt;
* Activate any civilization-based abilities on your civilization board (if any exist).&lt;br /&gt;
* Play a tapestry card. These can either be one-time effects or an ability that persists until the next time you take an income turn or play a new tapestry card that replaces it. (Skip this step on the first and last income turn of the game.)&lt;br /&gt;
* If you are the first player among you and your neighbors to play a tapestry card in this position, gain resources.&lt;br /&gt;
* Upgrade one of your technologies.&lt;br /&gt;
* Gain all points as shown from revealed income buildings. More specifically...&lt;br /&gt;
- Your yellow buildings (markets) will give you points for how many technology cards you have, in any position.&lt;br /&gt;
- Your gray buildings (houses) will give you points for each row and each column in your capital city that is complete.&lt;br /&gt;
- Your red buildings (armories) will give you points for each space you control on the map.&lt;br /&gt;
- Your brown buildings (farms) and the last space of each track will give you points with no extra conditions or variables.&lt;br /&gt;
* Gain resources as shown from revealed income buildings. (Skip this step on the last income turn of the game.)&lt;br /&gt;
&lt;br /&gt;
Note that the first turn of the game will always be an income turn (but will usually require no interaction on your part), and you may not take any further actions your fifth and final income turn.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all players have taken their fifth income turn. This can happen asynchronously and not all players will have the same number of turns or stop performing actions at the same time. The player with the most points at the end of the game wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=9189</id>
		<title>Gamehelptapestry</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=9189"/>
		<updated>2021-08-21T22:11:13Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First edition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Tapestry, you&#039;ll be guiding your civilization through time to write the story of their glorious civilization. In order to do that, you&#039;ll be advancing on various tracks representing their progress and knowledge in four key concepts - exploration, technology, military, and science - as they come up with new innovations. This will allow you to score points, expand and control the board, and gain other abilities. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Each player has the following resources:&lt;br /&gt;
* Money, represented by a yellow money bag. This mostly used to advance on the technology track.&lt;br /&gt;
* Workers, represented by a gray meeple. This is mostly used to advance on the science track.&lt;br /&gt;
* Food, represented by a brown mushroom. This is mostly used to advance on the exploration track.&lt;br /&gt;
* Culture, represented by a red star. This is mostly used to advance on the military track.&lt;br /&gt;
* Income buildings, which are the same colors as the above four items. These start the game on players&#039; boards, but can later can be moved to each player&#039;s capital city to acquire the income bonuses underneath and to gain points or resources in your capital.&lt;br /&gt;
* Tapestry cards, which are green. These can be played at specific points in the game for a bonus effect or ability.&lt;br /&gt;
* Land tiles. This can be played onto the main board.&lt;br /&gt;
* Space tiles, which are deep blue. These give a specific ability once picked up.&lt;br /&gt;
* Technology cards, which are yellow. These can be invented and upgraded for various abilities.&lt;br /&gt;
* Outposts, represented by columns of your player color. These are placed on the board to show you have control of a territory.&lt;br /&gt;
&lt;br /&gt;
All of the above items are public knowledge except for tapestry cards.&lt;br /&gt;
&lt;br /&gt;
Each player has three boards:&lt;br /&gt;
* The left board is your civilization board. This describes the background of your civilization and any abilities or special actions they may have.&lt;br /&gt;
* The center board is your income board. This tracks how many resources you have, which tapestry cards you&#039;ve played, which buildings you have yet to build, and the bonuses associated with any buildings already built.&lt;br /&gt;
* The right board is your capital city. Buildings that are already built go here.&lt;br /&gt;
&lt;br /&gt;
The central board contains the following:&lt;br /&gt;
* The game score (not shown on the BGA interface - look at the player panels for this instead).&lt;br /&gt;
* The four primary tracks - technology, science, exploration, and military, as well as the actions for each step on the track.&lt;br /&gt;
* The game map. At the beginning of the game, this contains just a few islands, but can be added to as the game progresses.&lt;br /&gt;
* Achievements, which are to the lower left of the game map. These are extra accomplishments that award points if you are among the first to complete them.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you are dealt two random civilization boards. Choose one of them and follow any setup instructions shown on them.&lt;br /&gt;
&lt;br /&gt;
In a 2 or 3 player game, you are also dealt two capital city boards. Choose one of them. This board has a number on it - place two of your outposts on that numbered space on the game map. (In a 4 or 5 player game, you are only dealt one of these and claim it automatically.)&lt;br /&gt;
&lt;br /&gt;
All other setup components are automated by BGA.&lt;br /&gt;
&lt;br /&gt;
== Game Flow / What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Tapestry takes place over multiple rounds. In most rounds, you&#039;ll advance on one of the four tracks by paying a resource cost - the exact cost depends on the track and the position you are advancing to (each is broken into four tiers with increasing costs). Afterwards, you&#039;ll take the actions associated with your new position on that track. Some spaces have an optional bonus attached to it, which you can pay additional resources to activate.&lt;br /&gt;
&lt;br /&gt;
On other turns, usually those in which you don&#039;t have enough resources to advance on a track, you&#039;ll instead take an income turn. On these turns, you&#039;ll apply any civilization abilities (if they exist), play tapestry cards, upgrade technologies, and gain income. Your first turn of the game will always be an income turn, and your fifth income turn will be your last action of the game.&lt;br /&gt;
&lt;br /&gt;
=== The Exploration Track / Exploring Tiles ===&lt;br /&gt;
&lt;br /&gt;
The exploration track specializes in adding new tiles to the map. Many of the spaces involve collecting or placing land tiles. When you explore new land, you place one of the land tiles onto the board and gain the resource or bonus pictured on it. You may freely rotate the tile before placing it. For each side of the tile that has at least one land type matching a space already on the board, gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
The end of the Exploration Track also allows you to get space tiles. Once you gain these, just follow the instructions on them for an immediate bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Military Track / Conquering Tiles ===&lt;br /&gt;
&lt;br /&gt;
The military track specializes in gaining control of the map. Many of the spaces involve conquering a tile. To do this, place one of your outposts on a space adjacent to one you already control, then roll both conquer dice. One of these gives you points, and another can give your resources - choose one of them as your bonus.&lt;br /&gt;
&lt;br /&gt;
You can conquer territories controlled by an opponent this way - if you do, topple their outpost sideways. However, there is a specific tapestry card called a Trap that can reverse the effect of this, so be careful! (You still get the conquer bonus if this happens, you just don&#039;t gain control of the territory.) Also note that at no point can there ever be more than two pieces of any type on any space, so certain spaces will become &amp;quot;safe&amp;quot; as a result.&lt;br /&gt;
&lt;br /&gt;
==== The Technology Track / Technologies ===&lt;br /&gt;
&lt;br /&gt;
The technology track specializes in inventing and upgrading technologies. Many of the spaces involve the technology cards. When you first invent a technology, pick up one of the three face up technology cards next to the board and put one of them on the bottom row of your technology cards. Multiple cards can be in any given row.&lt;br /&gt;
&lt;br /&gt;
At certain points, you&#039;ll be able to upgrade this technology by moving it to the next row. When you move it to the middle row, gain the benefit pictured within the circle of your card. Once there, it can be upgraded again to gain the benefit pictured in the square, but this upgrade can only be performed if you or the players next to you have reached a particular space on a track.&lt;br /&gt;
&lt;br /&gt;
Note that certain technologies involve placing a landmark building - see the rules on landmarks for more details about how that works.&lt;br /&gt;
&lt;br /&gt;
=== The Science Track / The Science Die ===&lt;br /&gt;
&lt;br /&gt;
The science track specializes in assisting in advancing on other tracks. Many of the spaces involve the science die. When you activate these, roll this die - you may then advance on the indicated track. Early spaces on this just advance your position on this track without gaining any benefits from it, but later ones do gain the benefits as if you had occupied the space normally.&lt;br /&gt;
&lt;br /&gt;
Later spaces on the track allow you to either repeat the effects of a specific track or change their position on it, which work the same way as above.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
Buildings can be separated into two categories, income buildings and landmark buildings. Income buildings are usually gained from a track and will help gain income usable on that track or points that are easier to gain from actions on it. When you place a building, it goes on any blank space on your capital city. Spaces with a red dot can&#039;t have a building on them, but for all other purposes are considered already filled in.&lt;br /&gt;
&lt;br /&gt;
Landmark buildings are gained from being the first player on different tiers of the track or from specific technologies and occupy a larger amount of space on them. These can be placed so they rest only partially on the board (as long as they occupy at least one space), but otherwise have the same rules for placement.&lt;br /&gt;
&lt;br /&gt;
=== Income Turns ===&lt;br /&gt;
&lt;br /&gt;
Income turns are typically taken when you have run out of resources to take advance turns. When you do these, the following things happen, in this order:&lt;br /&gt;
* Activate any civilization-based abilities on your civilization board (if any exist).&lt;br /&gt;
* Play a tapestry card. These can either be one-time effects or an ability that persists until the next time you take an income turn or play a new tapestry card that replaces it. (Skip this step on the first and last income turn of the game.)&lt;br /&gt;
* If you are the first player among you and your neighbors to play a tapestry card in this position, gain resources.&lt;br /&gt;
* Upgrade one of your technologies.&lt;br /&gt;
* Gain all points as shown from revealed income buildings. More specifically...&lt;br /&gt;
- Your yellow buildings (markets) will give you points for how many technology cards you have, in any position.&lt;br /&gt;
- Your gray buildings (houses) will give you points for each row and each column in your capital city that is complete.&lt;br /&gt;
- Your red buildings (armories) will give you points for each space you control on the map.&lt;br /&gt;
- Your brown buildings (farms) and the last space of each track will give you points with no extra conditions or variables.&lt;br /&gt;
* Gain resources as shown from revealed income buildings. (Skip this step on the last income turn of the game.)&lt;br /&gt;
&lt;br /&gt;
Note that the first turn of the game will always be an income turn (but will usually require no interaction on your part), and you may not take any further actions your fifth and final income turn.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all players have taken their fifth income turn. This can happen asynchronously and not all players will have the same number of turns or stop performing actions at the same time. The player with the most points at the end of the game wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=8560</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=8560"/>
		<updated>2021-06-21T18:44:27Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: Added detailed descriptions of Fire and Ice factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
Terra Mystica is a civilization building game for 2 to 5 players. At the beginning of the game, you&#039;ll choose a faction, each of which has its own separate home terrain and special abilities. As the game progresses, you&#039;ll terraform the land, build new buildings, and upgrade existing ones in order to collect more income and score more points. The player with the most points after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
Note that certain factions will change some of the rules here - exceptions and additions will be mentioned in parentheses and summarized at the end of this article.&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
At any given moment, each player will have the following resources:&lt;br /&gt;
* Workers, represented by white cubes. These are usually earned from dwellings and can be spent to build new buildings.&lt;br /&gt;
* Coins, represented by...well, coins. These are usually earned from trading posts and from taking bonus tiles not chosen by other players, and can be spent to build new buildings.&lt;br /&gt;
* Priests, represented by meeples. These are usually earned from temples and sanctuaries and can be spent to increase on the cult tracks and to upgrade your terraforming and shipping.&lt;br /&gt;
* Power, represented by purple discs. These are placed in three bowls, labeled I, II, and III. Power is typically gained from trading posts, strongholds, and as a side effect from other players building near you. When you gain power, you cycle it from bowl I to bowl II; if bowl I is empty, then you move from bowl II to bowl III. Only the power in bowl III can actually be spent, and doing so moves it back to bowl I. In other words, power needs to charge itself twice before it becomes usable.&lt;br /&gt;
&lt;br /&gt;
Players also have the following things in or near their faction boards:&lt;br /&gt;
* Buildings. The cost to build each building is given underneath it. When a building is in play, it exposes resources, which can then be earned during the income phase.&lt;br /&gt;
* The terrain cycle. Your faction&#039;s home terrain is pictured at the top, and all others in a circle around it, separated by shovels. Your buildings can only be placed in your faction&#039;s home terrain, and the closer another terrain is on this circle, the easier it is to terraform something into your home terrain.&lt;br /&gt;
* Your terraforming rating. The higher this is, the fewer workers are needed in order to terraform a space. (Darklings don&#039;t have this.)&lt;br /&gt;
* Your shipping rating. The higher this is, the more river spaces you can skip for the purposes of adjacency. (Dwarves and Fakirs don&#039;t have this.)&lt;br /&gt;
* Any other special abilities your faction may have. At minimum, you&#039;ll have one ability by default, and another when your stronghold is built. See the bottom of this article for more information on them.&lt;br /&gt;
&lt;br /&gt;
The board as a whole contains the following features:&lt;br /&gt;
* The game map.&lt;br /&gt;
* The round tracker. There are six rounds in the game, each represented by a tile. During each round, building a specific building or taking a specific action will award bonus points, and at the end of a round, you will receive an additional bonus based on how far you&#039;ve advanced on the cult tracks (except during the last round).&lt;br /&gt;
* Special powers. Each of these provides a bonus when used, and can be claimed by any player for the appropriate power cost. These can each be used once per round.&lt;br /&gt;
* The cult tracks. There are four cult tracks, fire, water, earth, and air. Players receive a bonus at the end of each round based on their progress here, and additional points for advancing the furthest at the end of the game.&lt;br /&gt;
* Bonus tiles. These are worth additional income or bonus points. At any given moment, each player will claim one of them, then exchange them when they pass for the round, so there will be three unclaimed ones to choose from.&lt;br /&gt;
* Divine favors. These are worth additional income, bonus points, and cult spaces, and are claimed on building a temple or sanctuary.&lt;br /&gt;
* Town tiles. These are worth bonus points and some other one-time bonus, and are claimed when a player builds a town.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Before the game begins, in addition to segments automated by BGA, each player does the following:&lt;br /&gt;
* 1. Each player, in turn order, selects a faction to play as and takes all components and starting resources needed for that faction.&lt;br /&gt;
* 2. Each player, in turn order, places one of their dwellings on any space on the board of their home terrain. Don&#039;t pay for this dwelling. (Chaos Magicians don&#039;t place a dwelling yet.)&lt;br /&gt;
* 3. Each player, in reverse turn order, places a second dwelling on any space on the board of their home terrain. Don&#039;t pay for this dwelling either. (Nomads place a third dwelling after all other players have placed their second dwelling. Chaos Magicians place their first and only dwelling after all other players, regardless of the turn order.)&lt;br /&gt;
* 4. Each player, in reverse turn order, claims a bonus tile. Any bonus tiles not claimed get 1 coin placed on them, and the next player to claim these gets the money attached to them.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Terra Mystica is played across six rounds. Each round is broken into three phases:&lt;br /&gt;
* 1. Income phase. Each player collects income. Any printed resource with an open hand under it is income, and these will generally be found from the spaces under built buildings, your bonus tile, and some divine favors.&lt;br /&gt;
* 2. Action phase. Each player, in turn, takes an action. All players continue taking actions one by one until all players have passed.&lt;br /&gt;
* 3. Cult phase. Each player gets a bonus based on their progression on a cult track specified by the round. For every number of spaces advanced on the specified cult track, players get the specified bonus. If this bonus involves terraforming, this is completed in turn order.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
One turn consists of taking one action, possibly with free conversions before or after this. Here are the actions you may take on your turn. Note that certain actions will be worth points just for doing based on the round tiles.&lt;br /&gt;
* 1. Terraform the land. You may terraform one space any number of spaces. At the beginning of the game, each step of your terraforming track will cost 3 workers, but this can be improved later. The space you are terraforming must be adjacent to an existing building. If this space is now your home terrain (or already was to begin with), you may build a dwelling by paying the appropriate cost. (Darklings pay priests to do this instead of workers. Halflings score 1 point for each terraform performed this way.  Dwarves and Fakirs may opt to pay a cost to terraform/build one space further away and gain points.)&lt;br /&gt;
* 2. Improve an existing building. This replaces one building type with another. A dwelling can be upgraded to a trading post. You pay the smaller money cost if it&#039;s adjacent to another player, and the bigger cost if it isn&#039;t. A trading post can be upgraded to either a stronghold or a temple, and a temple can be upgrade to a sanctuary. If you build a temple or sanctuary, you also get a divine favor (two divine favors if playing as the Chaos Magicians). If you build your stronghold, you get another special ability dependent on your faction - see the end of the article for how that works.&lt;br /&gt;
* 3. Improve your terraforming rating. By paying the cost given, you move your terraforming rating up one step, thereby gaining 6 points and reducing the cost for how many workers are required to terraform a space. (Darklings don&#039;t have this. Halflings have a reduced cost to do this.)&lt;br /&gt;
* 4. Improve your shipping rating. By paying the cost given, you move your shipping rating up one step, gaining points. From now on, you may skip over that number of river spaces when determining adjacency. (Dwarves and Fakirs don&#039;t have this. Mermaids have a different track, ranging from 1-5 instead of everyone else&#039;s 0-3.)&lt;br /&gt;
* 5. Send a priest to a cult track. Move up the specified number of spaces on the track. If you pass by any gates containing power, gain that amount of power. Priests sent here remain there for the rest of the game. To advance to space 10 of any track, you need a key, gained from forming a town.&lt;br /&gt;
* 6. Take any special action, indicated by an orange octagon. Six of these are on the board, cost power to use, and are first come first served amongst all players. Other actions may be printed on faction boards, divine favors, or bonus tiles.&lt;br /&gt;
* 7. Pass. When you pass, gain any bonus points included on bonus tiles or divine favors (if any; the Engineers also have a bonus here if their stronghold is built), then select a new bonus tile. If you are the first player to pass, you will be the first player in the next round. (If the Variable Turn Order option is enabled, the turn order will be the same as the order in which they passed; otherwise, it will proceed clockwise from there.) You no longer take actions for the rest of this round.&lt;br /&gt;
&lt;br /&gt;
If you build next to another player, they have an option to gain power from this. Specifically, each building type has a power level associated with it - dwellings are worth 1, trading posts and temples 2, and strongholds and sanctuaries 3. For each power level on buildings directly adjacent (in other words, ignore shipping for this) to the one you built, they can gain 1 power. However, they will also lose points equal to the amount gained this way minus 1. This power gain is optional, and is not at all dependent on which building was built to trigger this. (If any player accepts this power gain as a result of the Cultists&#039; building activity, the Cultists can advance one step on any cult track.)&lt;br /&gt;
&lt;br /&gt;
If your move results in four or more directly adjacent buildings with a total power level of 7 or more, this forms a town. If the Sanctuary is one of those buildings, this can be completed with 3 buildings. One divine favor reduces the power cost to 6.  Towns are worth additional points, some other one-time bonus, and an opportunity to advance to space 10 on a cult track (the &amp;quot;11 points&amp;quot; tile does not have this key, and the &amp;quot;2 points/2 steps on each cult track space&amp;quot; has two keys; both of these are part of the Mini-Expansions option). Any new buildings directly adjacent to this are considered part of the same town and can&#039;t be used to form a new one; however, two towns can freely be merged together once already established. (Witches and Swarmlings get extra bonuses on forming a town. Mermaids can include one river tile in their town.)&lt;br /&gt;
&lt;br /&gt;
In addition to the above, there are free conversion actions you may take before or after the above actions. These are specified near your power bowls of your faction board. You may exchange power for resources, or downgrade other resources (i.e. turn a priest into a worker, or a worker into a coin). Another type of free action is to burn power. To do this, move any number of power discs from bowl II to bowl III, and remove the same amount of power from bowl II from the game. This can be useful if you need to get power immediately.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 6 rounds. At the end, players earn bonus points based on the following:&lt;br /&gt;
* The player with the largest connected civilization earns 18 points. The second largest civilization scores 12, and the third largest scores 6. Civilizations are considered &amp;quot;connected&amp;quot; if they are directly adjacent, or can reach each other using their shipping track (or the range attached to Dwarves&#039; digging or Fakirs&#039; flying). If players are tied for a position, add the value for that position and the next, and split it between all players.&lt;br /&gt;
* For each cult track, the player highest on the track score 8 points, the second highest scores 4, and the third highest scores 2. Ties are broken the same way they are with largest civilization.&lt;br /&gt;
* For every 3 coins left in your supply, gain 1 point. All resources are automatically downgraded to coins for this. (Alchemists instead gain 1 point for every 2 coins.)&lt;br /&gt;
After all this, the player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Faction Abilities ==&lt;br /&gt;
If you are playing for the first time, Witches, Nomads, Mermaids, and Halflings are generally seen as some of the most straightforward factions.&lt;br /&gt;
&lt;br /&gt;
=== Alchemists ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Any time you would be able to do a free conversion, you may trade 1 point for 1 coin, or 2 coins for 1 point. (This last part is done automatically during final scoring.)&lt;br /&gt;
* When you build your stronghold, gain 12 power. Additionally, each time you terraform (from any action or effect), you gain 2 power.&lt;br /&gt;
&lt;br /&gt;
=== Auren ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* When you build your stronghold, gain a divine favor. Additionally, you now have access to a new action. This action allows you to advance two spaces on any cult track.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Magicians ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* You start the game with only one dwelling, placed after all other players have place their dwellings.&lt;br /&gt;
* When you build a temple or sanctuary, gain two divine favors instead of one.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to take two turns in a row.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* When another player gains power as a result of your building activity, advance one step on any cult track. If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, gain 7 points.&lt;br /&gt;
&lt;br /&gt;
=== Darklings ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Instead of terraforming as normal, you can use one priest to terraform one step. Gain 2 points each time you do this. Because of the above, you have no terraform rating.&lt;br /&gt;
* When you build your stronghold, you may exchange up to 3 workers for one priest apiece.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* You have no shipping.&lt;br /&gt;
* By paying 2 extra workers, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, the above ability only costs 1 worker.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin less than usually (to a minimum of 1), but generally with worse production rates.&lt;br /&gt;
* By paying 2 workers, you may build a bridge. This otherwise works the same way as the bridge action printed on the board.&lt;br /&gt;
* When you build your stronghold, every time you pass, you score 3 points for each bridge you have in play that has one of your buildings on both sides of it.&lt;br /&gt;
&lt;br /&gt;
=== Fakirs ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You do not have shipping.&lt;br /&gt;
* By paying 1 extra priest, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, you may use the above ability to skip two spaces.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* Instead of the terraforming cycle as normal, you pay the cost of two terraforms (i.e. 6 workers at first) to terraform any terrain into wasteland.&lt;br /&gt;
* As a side effect of the above ability, a single terraform action does nothing.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to perform a double-terraform for free.&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* Gain 1 point each time you terraform via any action or effect.&lt;br /&gt;
* When you build your stronghold, you may terraform up to 3 times. This can be split between any number of spaces. If this results in a plain, you may build a dwelling on it by paying the appropriate cost.&lt;br /&gt;
&lt;br /&gt;
=== Mermaids ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* Your shipping track is different, ranging from 1 to 5. This means you start the game with shipping already available.&lt;br /&gt;
* Your towns can include one river space, allowing you to have towns straddling across the river. This can be invoked immediately when it becomes available or any time after the fact. If you do that, your town tile is placed on the river space included.&lt;br /&gt;
* When you build your stronghold, your shipping level increases one step for free. Gain points for this as if you had taken the usual &amp;quot;improve shipping&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== Nomads ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You start the game with three dwellings, placing a third dwelling after all players have placed their second.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to immediately transform one space into a desert for free. You may build a dwelling on this immediately by paying the appropriate cost. This action does not work across a bridge or when using shipping.&lt;br /&gt;
&lt;br /&gt;
=== Swarmlings ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin more than usual, but generally have better production rates.&lt;br /&gt;
* Gain 3 workers when you build a town.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to upgrade a dwelling to a trading post for free.&lt;br /&gt;
&lt;br /&gt;
=== Witches ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* Gain 5 points when you build a town.&lt;br /&gt;
* Once you build your stronghold, you have access to a new action. This action allows you to build a dwelling for free, on any forest on the board regardless of adjacency.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Special Landscapes ==&lt;br /&gt;
General Rules:&lt;br /&gt;
* Each Faction may place only one special landscape!&lt;br /&gt;
* Unless stated otherwise, the special landscape may be placed during the Action phase instead of a regular&lt;br /&gt;
Terrain tile when transforming Terrain into your Home Terrain.&lt;br /&gt;
* You may NOT place the special landscape during the Cult Bonus phase.&lt;br /&gt;
** The special landscape is considered a Structure with a Power value of 1:&lt;br /&gt;
** It counts towards forming a Town.&lt;br /&gt;
** You get Power when another player builds next to it.&lt;br /&gt;
** The other players get Power when you place it directly adjacent to their Structures (or special landscape).&lt;br /&gt;
* It counts towards the Area Scoring and the Final Scoring tiles.&lt;br /&gt;
* Unless stated otherwise, the special landscape is not considered any of the existing types of Structures.&lt;br /&gt;
Especially, it is NOT considered a Dwelling and, therefore, any tiles providing Victory points for Dwellings (or&lt;br /&gt;
any other Structure for that matter) do not provide any for the special landscape.&lt;br /&gt;
* The special landscape cannot be upgraded into another Structure. Once you have placed it, it will remain&lt;br /&gt;
there for the rest of the game.&lt;br /&gt;
* When taking the “2 Spades” Power action, if you use the first Spade to transform a Terrain space into the&lt;br /&gt;
special landscape, you may not use the second Spade to transform a Terrain space that is solely adjacent to the&lt;br /&gt;
special landscape.&lt;br /&gt;
&lt;br /&gt;
=== Auren: Tree of Serenity ===&lt;br /&gt;
Once the Tree of Serenity is placed, every time the Auren advance to space 10 of a Cult, they get 4 Victory points.&lt;br /&gt;
=== Witches: Raven&#039;s Blunder ===&lt;br /&gt;
When Raven&#039;s Blunder is placed, every time the Witches found a new Town, they must choose between gaining 5 Victory points as usual or advancing 3 steps on a Cult track of their choice.&lt;br /&gt;
=== Alchemists: Gloomy Workshop ===&lt;br /&gt;
After placing the Gloomy Workshop, the Alchemists may immediately and only once do both, advance on the Shipping track and/or lower the Exchange rate for Spades, without paying the Priest cost. They must pay&lt;br /&gt;
the other resources; and they gain Victory points as usual.&lt;br /&gt;
=== Darklings: Camp ===&lt;br /&gt;
The Camp counts as a Dwelling (so tiles providing Victory points for Dwellings also provide them for the Camp). The Camp cannot be upgraded.&lt;br /&gt;
=== Cultists: Cult Palace ===&lt;br /&gt;
The Cult Palace does not provide any additional benefit during the game. During Cult Scoring, the Cultists break ties, i.e. they are supposed to be half a step ahead of where they actually are in each Cult.&lt;br /&gt;
=== Halflings: Driller ===&lt;br /&gt;
The Halflings pay a total of 1 fewer Spade (but at least 1) every time they transform a Terrain space that is directly adjacent to the Driller.&lt;br /&gt;
=== Dwarves: Great Tunnel ===&lt;br /&gt;
With the Great Tunnel as the starting point, the Dwarves may Tunnel through 2 Terrain spaces instead of just 1. Every time they get Spades as a Cult Bonus, they may Tunnel to spend these Spades (and not paying Workers for that Tunneling).&lt;br /&gt;
=== Engineers: Bridge Tower ===&lt;br /&gt;
When the Bridge Tower is placed, the Engineers gain the ability to build so-called Land Bridges. A Land Bridge must start at one of the six corners of the Bridge Tower and leads along the shared edge of the two Terrain spaces adjacent to that corner. The Engineers must place an actual Bridge piece on that edge. It does not matter whether or not one of these Terrain spaces is a River space; and it does not matter whether or not one or both of these Terrain spaces are occupied by Structures (regardless of whose Structures they are). For instance, a Land Bridge may allow the Engineers to ”break through“ an impassible barrier of opponent Structures.&lt;br /&gt;
Land Bridges do not interfere with the adjacency of the Structures on the bordering Terrain spaces. Land Bridges count as normal Bridges with regard to the Bridge scoring once the Stronghold is built&lt;br /&gt;
(i.e. they provide 3 Victory points if the condition for that is met).&lt;br /&gt;
=== Mermaids: Coral Reef ===&lt;br /&gt;
The Coral Reef must be placed on a River space that is directly adjacent to a Mermaid Structure. It does not prevent other players from using that River space for expansion or indirect adjacency. Shipping works with the Coral Reef as with any other Structure.&lt;br /&gt;
=== Swarmlings: Breeding Ground ===&lt;br /&gt;
Breeding Ground allows a Town to grow even bigger while gaining additional Town tiles:&lt;br /&gt;
* At a total Power value of 14, the Town becomes a City, gaining its second Town tile.&lt;br /&gt;
* At a total Power value of 21, the City becomes a Metropolis, gaining its third Town tile.&lt;br /&gt;
* At a total Power value of 28, the Metropolis becomes a Megacity, gaining its fourth Town tile.&lt;br /&gt;
With the appropriate Favor tile (&amp;quot;2 Fire&amp;quot;), these values decrease to 12, 18 and 24, respectively.&lt;br /&gt;
=== Chaos Magicians: Chaos Portal ===&lt;br /&gt;
When the Chaos Magicians build their Stronghold, they may immediately place the Chaos Portal on a free Wasteland space of their choice, anywhere on the game board.&lt;br /&gt;
=== Giants: Cave of Wisdom ===&lt;br /&gt;
When the Cave of Wisdom is placed, the Giants may immediately and only once lower the Exchange rate for Spades at no cost by moving their marker on the Exchange track up one space. If they do, they gain the normal 6 Victory points.&lt;br /&gt;
=== Fakirs: Flight School ===&lt;br /&gt;
When the Flight School is placed, the Fakirs get 2 Coins every time they use their Carpet Flight.&lt;br /&gt;
=== Nomads: Trading Camp ===&lt;br /&gt;
Every time another player builds next to the Trading Camp, the Nomads may either take Power at the normal rate or take exactly 1 Coin from the general supply. If they take the Coin, they do not lose any Victory points.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Fire and Ice Factions ==&lt;br /&gt;
&lt;br /&gt;
These factions are enabled when using the Fire and Ice expansion (which is in development for BGA but not implemented as of this writing).&lt;br /&gt;
&lt;br /&gt;
=== Acolytes ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, pay 3 cult points from any track (4 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead advance 1 space on any track.&lt;br /&gt;
* When you build a stronghold, any time you use a priest to advance on a cult track, advance 1 additional space.&lt;br /&gt;
&lt;br /&gt;
=== Dragonlords ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, remove 1 power token from any bowl (2 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead gain 1 power token to bowl 1.&lt;br /&gt;
* When you build your stronghold, gain 1 power token for each player in the game to bowl 1.&lt;br /&gt;
&lt;br /&gt;
=== Ice Maidens ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* You start the game with a divine favor of your choice.&lt;br /&gt;
* When you build your stronghold, when you pass, you gain 3 points for each temple you have in play.&lt;br /&gt;
&lt;br /&gt;
=== Riverwalkers ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Additionally, place a priest on each non-home terrain on your board. Each time you would otherwise gain a priest, you may instead move one of these priests back your general supply (where it can be gained as normal from here on). Each time you do this, pay 1 coin (2 coins if it&#039;s the home terrain of another player).&lt;br /&gt;
* Your shipping is locked to 1. (However, the bonus card that increases your shipping can still increase this value.)&lt;br /&gt;
* You may place dwellings on any terrain not covered by a priest, and only in places that are within shipping distance of the river.&lt;br /&gt;
* You may not terraform by any means.&lt;br /&gt;
* When you build your stronghold, immediately place two bridges. These still follow the usual rules for building bridges.&lt;br /&gt;
&lt;br /&gt;
=== Shapeshifters ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Whenever another player gains power as a result of your building activity, you may pay 1 point to gain 1 power token in bowl 3.  If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to spend 5 power or 5 power tokens (from any combination of bowls) to change your home terrain to any other terrain that is not already the home terrain of another player.&lt;br /&gt;
&lt;br /&gt;
=== Yetis ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* All the power actions on the board cost one less power than they usually do.&lt;br /&gt;
* For the purposes of building towns and gaining power from other players, your stronghold and sanctuary are considered 4-power buildings.&lt;br /&gt;
* When you build your stronghold, you may take the power actions on the board even if another player has already used them.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagricola&amp;diff=8527</id>
		<title>Gamehelpagricola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagricola&amp;diff=8527"/>
		<updated>2021-06-16T02:11:54Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the farm! In Agricola, you&#039;ll play as a family of farmers over the course of 14 rounds, steadily building up a mostly empty space into a vibrant farm full of grains, vegetables, and animals, as well as improve the living conditions of your family. Players assign their workers to various spaces on the action board to perform various actions to gather resources or improve your farm, most of which will be used to score points, but periodically, players need to pay food to support the family. The player with the most points after 14 rounds wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
Each player has access to various resources, including:&lt;br /&gt;
* Food, needed to feed your family periodically&lt;br /&gt;
* Wood, needed to build fences, stables, and many improvements&lt;br /&gt;
* Clay, needed to build most major improvements&lt;br /&gt;
* Stone, needed to build other major improvements&lt;br /&gt;
* Reed, needed for some improvements and home renovations&lt;br /&gt;
* Grain and vegetables, which can be planted in your farm&lt;br /&gt;
* A hand of cards, consisting of 7 minor improvements and 7 occupations&lt;br /&gt;
* Workers, represented by meeples. You start the game with 2 of these - the rest can be earned during the game.&lt;br /&gt;
&lt;br /&gt;
Each player also has a board representing their farm, which contains:&lt;br /&gt;
* Your home, represented by different tiles. Your home size and what material it&#039;s made of limits the size of your family and scores you additional points at the end of the game.&lt;br /&gt;
* Fields. Grains and vegetables can be planted on these and are picked up during the harvest phase.&lt;br /&gt;
* Pastures and the animals housing them. Pastures are separated by fences, and animals inside them can be cooked for food or held onto for points.&lt;br /&gt;
* Any played improvements or occupations, most of which give various abilities, actions, or scoring opportunities as described on them.&lt;br /&gt;
&lt;br /&gt;
The central board contains the following:&lt;br /&gt;
* The actions players can take. Note that each round, a new action will be added to this, in a loose order.&lt;br /&gt;
* The available major improvements. There are 10 improvement cards that can be built by different players, most of which center on collecting or converting food.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Agricola takes place over the course of 14 rounds. At the beginning of each round, some spaces are stocked with resources, even if they already had resources from a previous round. A new action is added to the board - these new actions are loosely randomized by being sorted into 6 phases, then randomized within each phase. Then each player, starting with whoever has the first player token and proceeding clockwise around the table, takes a turn by placing one of their family members on a particular space, then immediately performing that action. Players can also, as a free action, organize their farm or make certain conversions as described on various improvements. Once they have finished resolving this action, it&#039;s the next player&#039;s turn. Players continue doing this until all players have placed all available workers. After certain rounds, a harvest phase happens. Then, a new round starts.&lt;br /&gt;
&lt;br /&gt;
=== Starting Actions ===&lt;br /&gt;
These actions are available from the start of the game:&lt;br /&gt;
* Farm Expansion: Pay 2 reed and 5 of whatever material your house is currently made of (wood by default, to build a new room to your home. This new room must be connected to an existing room. Additionally, you can build a stable on any unoccupied space or a pasture. This stable can hold one animal, or doubles the capacity of an existing pasture.&lt;br /&gt;
* Meeting Place: Take the starting player token. This means you will be the first player to take actions in the next round. This is the only way this token moves - if no one takes this action in a particular round, the same player remains the first player again. Additionally, you may play one minor improvement card from your hand by paying the cost on it.&lt;br /&gt;
* Grain Seeds: Gain 1 grain.&lt;br /&gt;
* Farmland: Add one field to your farm. This field must be adjacent to at least one other field (if any exist).&lt;br /&gt;
* Lessons: Play an occupation card from your hand. The first of these cards is free, but all others cost 1 food.&lt;br /&gt;
* Day Laborer: Gain 2 food.&lt;br /&gt;
* Forest: This space accumulates 3 wood at the beginning of each round. Gain all wood on it.&lt;br /&gt;
* Clay Pit: This space accumulates 1 clay at the beginning of each round. Gain all clay on it.&lt;br /&gt;
* Reed Bank: This space accumulates 1 reed at the beginning of each round. Gain all reed on it.&lt;br /&gt;
* Fishing: This space accumulates 1 food at the beginning of each round. Gain all food on it.&lt;br /&gt;
(Other spaces may be available based on the player count.)&lt;br /&gt;
&lt;br /&gt;
=== Actions In Phase 1 ===&lt;br /&gt;
These actions will be added at some point in rounds 1 through 4, but the exact order they appear will be random.&lt;br /&gt;
* Improvements: Gain 1 major or minor improvement by paying its cost.&lt;br /&gt;
* Fencing: Pay any number of wood to build the same number of fences, thus giving you pastures to house animals. You must completely enclose all spaces to be used as pastures this way.&lt;br /&gt;
* Sheep Market: This space accumulates 1 sheep at the beginning of each round. Gain all sheep on it.&lt;br /&gt;
* Grain Utilization: Sow any number of grains or vegetables in any empty fields. If you place a grain in a field, immediately add two more grains on the same field; you will receive one of them each harvest phase. Vegetables work the same way, except you only add one more vegetable to each field. Additionally, you may bake bread by converting grain to food; any cards that allow you to do this will tell you how much food you get this way.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 2 ===&lt;br /&gt;
These actions will be added at some point in rounds 5 through 7, also in a random order.&lt;br /&gt;
* Western Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.&lt;br /&gt;
* House Redevelopment: Upgrade a wooden house to a clay house, or a clay house to a stone house. To do this, pay 1 reed and 1 of whatever material you are upgrading to per room in your house. You must be able to upgrade the entire house - you can&#039;t upgrade individual rooms. Additionally, you may build a major or minor improvement after completing this.&lt;br /&gt;
* Wish For Children: Add a new worker to your family. This can&#039;t cause you to have more family members than rooms in your house. This worker will be able to take actions in the following round.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 3 ===&lt;br /&gt;
These actions will be added at some point in rounds 8 and 9, in a random order.&lt;br /&gt;
* Vegetable Seeds: Gain 1 vegetable.&lt;br /&gt;
* Pig Market: This space accumulates 1 pig at the beginning of each round. Gain all pigs on it.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 4 ===&lt;br /&gt;
These actions will be added at some point in round 10 and 11, in a random order.&lt;br /&gt;
* Eastern Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.&lt;br /&gt;
* Cattle Market: This space accumulates 1 cow at the beginning of each round. Gain all cows on it.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 5 ===&lt;br /&gt;
These actions will be added at some point in round 12 and 13, in a random order.&lt;br /&gt;
* Cultivation: Place one field in your farm, then sow any number of fields as you would have in Grain Utilization.&lt;br /&gt;
* Urgent Wish For Children: Add a new worker to your family. This works the same way as Wish For Children, except that the requirement about rooms in your house is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 6 ===&lt;br /&gt;
This action will be added in round 14.&lt;br /&gt;
* Farm Redevelopment: Upgrade your house, then build fences. All rules House Redevelopment and Fencing apply.&lt;br /&gt;
&lt;br /&gt;
=== Harvest ===&lt;br /&gt;
A harvest phase happens immediately after each phase (that is, after rounds 4, 7, 9, 11, 13, and 14). In each harvest, the following things happen in order:&lt;br /&gt;
* Each player takes one grain or vegetable from each field.&lt;br /&gt;
* Each player pays 2 food for each worker (or just 1 if the worker was just added this round and never took an action). Players may freely perform any free actions or exchanges to meet this cost. For each food players are unable to pay, they take a Beggar card, worth -3 points at the end of the game.&lt;br /&gt;
* If you have at least 2 sheep, pigs, or cows, you gain a new animal of that type. You may immediately rearrange any animals in your farm to place these, but may not convert these to food.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
The game ends after the 14th round and its attached harvest phase. After that, players score for their farm.&lt;br /&gt;
(Can someone make a table for this? I don&#039;t think plain text is going to work well for most of this.)&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=8517</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=8517"/>
		<updated>2021-06-15T05:55:43Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
Terra Mystica is a civilization building game for 2 to 5 players. At the beginning of the game, you&#039;ll choose a faction, each of which has its own separate home terrain and special abilities. As the game progresses, you&#039;ll terraform the land, build new buildings, and upgrade existing ones in order to collect more income and score more points. The player with the most points after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
Note that certain factions will change some of the rules here - exceptions and additions will be mentioned in parentheses and summarized at the end of this article.&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
At any given moment, each player will have the following resources:&lt;br /&gt;
* Workers, represented by white cubes. These are usually earned from dwellings and can be spent to build new buildings.&lt;br /&gt;
* Coins, represented by...well, coins. These are usually earned from trading posts and from taking bonus tiles not chosen by other players, and can be spent to build new buildings.&lt;br /&gt;
* Priests, represented by meeples. These are usually earned from temples and sanctuaries and can be spent to increase on the cult tracks and to upgrade your terraforming and shipping.&lt;br /&gt;
* Power, represented by purple discs. These are placed in three bowls, labeled I, II, and III. Power is typically gained from trading posts, strongholds, and as a side effect from other players building near you. When you gain power, you cycle it from bowl I to bowl II; if bowl I is empty, then you move from bowl II to bowl III. Only the power in bowl III can actually be spent, and doing so moves it back to bowl I. In other words, power needs to charge itself twice before it becomes usable.&lt;br /&gt;
&lt;br /&gt;
Players also have the following things in or near their faction boards:&lt;br /&gt;
* Buildings. The cost to build each building is given underneath it. When a building is in play, it exposes resources, which can then be earned during the income phase.&lt;br /&gt;
* The terrain cycle. Your faction&#039;s home terrain is pictured at the top, and all others in a circle around it, separated by shovels. Your buildings can only be placed in your faction&#039;s home terrain, and the closer another terrain is on this circle, the easier it is to terraform something into your home terrain.&lt;br /&gt;
* Your terraforming rating. The higher this is, the fewer workers are needed in order to terraform a space. (Darklings don&#039;t have this.)&lt;br /&gt;
* Your shipping rating. The higher this is, the more river spaces you can skip for the purposes of adjacency. (Dwarves and Fakirs don&#039;t have this.)&lt;br /&gt;
* Any other special abilities your faction may have. At minimum, you&#039;ll have one ability by default, and another when your stronghold is built. See the bottom of this article for more information on them.&lt;br /&gt;
&lt;br /&gt;
The board as a whole contains the following features:&lt;br /&gt;
* The game map.&lt;br /&gt;
* The round tracker. There are six rounds in the game, each represented by a tile. During each round, building a specific building or taking a specific action will award bonus points, and at the end of a round, you will receive an additional bonus based on how far you&#039;ve advanced on the cult tracks (except during the last round).&lt;br /&gt;
* Special powers. Each of these provides a bonus when used, and can be claimed by any player for the appropriate power cost. These can each be used once per round.&lt;br /&gt;
* The cult tracks. There are four cult tracks, fire, water, earth, and air. Players receive a bonus at the end of each round based on their progress here, and additional points for advancing the furthest at the end of the game.&lt;br /&gt;
* Bonus tiles. These are worth additional income or bonus points. At any given moment, each player will claim one of them, then exchange them when they pass for the round, so there will be three unclaimed ones to choose from.&lt;br /&gt;
* Divine favors. These are worth additional income, bonus points, and cult spaces, and are claimed on building a temple or sanctuary.&lt;br /&gt;
* Town tiles. These are worth bonus points and some other one-time bonus, and are claimed when a player builds a town.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Before the game begins, in addition to segments automated by BGA, each player does the following:&lt;br /&gt;
* 1. Each player, in turn order, selects a faction to play as and takes all components and starting resources needed for that faction.&lt;br /&gt;
* 2. Each player, in turn order, places one of their dwellings on any space on the board of their home terrain. Don&#039;t pay for this dwelling. (Chaos Magicians don&#039;t place a dwelling yet.)&lt;br /&gt;
* 3. Each player, in reverse turn order, places a second dwelling on any space on the board of their home terrain. Don&#039;t pay for this dwelling either. (Nomads place a third dwelling after all other players have placed their second dwelling. Chaos Magicians place their first and only dwelling after all other players, regardless of the turn order.)&lt;br /&gt;
* 4. Each player, in reverse turn order, claims a bonus tile. Any bonus tiles not claimed get 1 coin placed on them, and the next player to claim these gets the money attached to them.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Terra Mystica is played across six rounds. Each round is broken into three phases:&lt;br /&gt;
* 1. Income phase. Each player collects income. Any printed resource with an open hand under it is income, and these will generally be found from the spaces under built buildings, your bonus tile, and some divine favors.&lt;br /&gt;
* 2. Action phase. Each player, in turn, takes an action. All players continue taking actions one by one until all players have passed.&lt;br /&gt;
* 3. Cult phase. Each player gets a bonus based on their progression on a cult track specified by the round. For every number of spaces advanced on the specified cult track, players get the specified bonus. If this bonus involves terraforming, this is completed in turn order.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
One turn consists of taking one action, possibly with free conversions before or after this. Here are the actions you may take on your turn. Note that certain actions will be worth points just for doing based on the round tiles.&lt;br /&gt;
* 1. Terraform the land. You may terraform one space any number of spaces. At the beginning of the game, each step of your terraforming track will cost 3 workers, but this can be improved later. The space you are terraforming must be adjacent to an existing building. If this space is now your home terrain (or already was to begin with), you may build a dwelling by paying the appropriate cost. (Darklings pay priests to do this instead of workers. Halflings score 1 point for each terraform performed this way.  Dwarves and Fakirs may opt to pay a cost to terraform/build one space further away and gain points.)&lt;br /&gt;
* 2. Improve an existing building. This replaces one building type with another. A dwelling can be upgraded to a trading post. You pay the smaller money cost if it&#039;s adjacent to another player, and the bigger cost if it isn&#039;t. A trading post can be upgraded to either a stronghold or a temple, and a temple can be upgrade to a sanctuary. If you build a temple or sanctuary, you also get a divine favor (two divine favors if playing as the Chaos Magicians). If you build your stronghold, you get another special ability dependent on your faction - see the end of the article for how that works.&lt;br /&gt;
* 3. Improve your terraforming rating. By paying the cost given, you move your terraforming rating up one step, thereby gaining 6 points and reducing the cost for how many workers are required to terraform a space. (Darklings don&#039;t have this. Halflings have a reduced cost to do this.)&lt;br /&gt;
* 4. Improve your shipping rating. By paying the cost given, you move your shipping rating up one step, gaining points. From now on, you may skip over that number of river spaces when determining adjacency. (Dwarves and Fakirs don&#039;t have this. Mermaids have a different track, ranging from 1-5 instead of everyone else&#039;s 0-3.)&lt;br /&gt;
* 5. Send a priest to a cult track. Move up the specified number of spaces on the track. If you pass by any gates containing power, gain that amount of power. Priests sent here remain there for the rest of the game. To advance to space 10 of any track, you need a key, gained from forming a town.&lt;br /&gt;
* 6. Take any special action, indicated by an orange octagon. Six of these are on the board, cost power to use, and are first come first served amongst all players. Other actions may be printed on faction boards, divine favors, or bonus tiles.&lt;br /&gt;
* 7. Pass. When you pass, gain any bonus points included on bonus tiles or divine favors (if any; the Engineers also have a bonus here if their stronghold is built), then select a new bonus tile. If you are the first player to pass, you will be the first player in the next round. (If the Variable Turn Order option is enabled, the turn order will be the same as the order in which they passed; otherwise, it will proceed clockwise from there.) You no longer take actions for the rest of this round.&lt;br /&gt;
&lt;br /&gt;
If you build next to another player, they have an option to gain power from this. Specifically, each building type has a power level associated with it - dwellings are worth 1, trading posts and temples 2, and strongholds and sanctuaries 3. For each power level on buildings directly adjacent (in other words, ignore shipping for this) to the one you built, they can gain 1 power. However, they will also lose points equal to the amount gained this way minus 1. This power gain is optional, and is not at all dependent on which building was built to trigger this. (If any player accepts this power gain as a result of the Cultists&#039; building activity, the Cultists can advance one step on any cult track.)&lt;br /&gt;
&lt;br /&gt;
If your move results in four or more directly adjacent buildings with a total power level of 7 or more, this forms a town. If the Sanctuary is one of those buildings, this can be completed with 3 buildings. One divine favor reduces the power cost to 6.  Towns are worth additional points, some other one-time bonus, and an opportunity to advance to space 10 on a cult track (the &amp;quot;11 points&amp;quot; tile does not have this key, and the &amp;quot;2 points/2 steps on each cult track space&amp;quot; has two keys; both of these are part of the Mini-Expansions option). Any new buildings directly adjacent to this are considered part of the same town and can&#039;t be used to form a new one; however, two towns can freely be merged together once already established. (Witches and Swarmlings get extra bonuses on forming a town. Mermaids can include one river tile in their town.)&lt;br /&gt;
&lt;br /&gt;
In addition to the above, there are free conversion actions you may take before or after the above actions. These are specified near your power bowls of your faction board. You may exchange power for resources, or downgrade other resources (i.e. turn a priest into a worker, or a worker into a coin). Another type of free action is to burn power. To do this, move any number of power discs from bowl II to bowl III, and remove the same amount of power from bowl II from the game. This can be useful if you need to get power immediately.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 6 rounds. At the end, players earn bonus points based on the following:&lt;br /&gt;
* The player with the largest connected civilization earns 18 points. The second largest civilization scores 12, and the third largest scores 6. Civilizations are considered &amp;quot;connected&amp;quot; if they are directly adjacent, or can reach each other using their shipping track (or the range attached to Dwarves&#039; digging or Fakirs&#039; flying). If players are tied for a position, add the value for that position and the next, and split it between all players.&lt;br /&gt;
* For each cult track, the player highest on the track score 8 points, the second highest scores 4, and the third highest scores 2. Ties are broken the same way they are with largest civilization.&lt;br /&gt;
* For every 3 coins left in your supply, gain 1 point. All resources are automatically downgraded to coins for this. (Alchemists instead gain 1 point for every 2 coins.)&lt;br /&gt;
After all this, the player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Faction Abilities ==&lt;br /&gt;
If you are playing for the first time, Witches, Nomads, Mermaids, and Halflings are generally seen as some of the most straightforward factions.&lt;br /&gt;
&lt;br /&gt;
=== Alchemists ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Any time you would be able to do a free conversion, you may trade 1 point for 1 coin, or 2 coins for 1 point. (This last part is done automatically during final scoring.)&lt;br /&gt;
* When you build your stronghold, gain 12 power. Additionally, each time you terraform (from any action or effect), you gain 2 power.&lt;br /&gt;
&lt;br /&gt;
=== Auren ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* When you build your stronghold, gain a divine favor. Additionally, you now have access to a new action. This action allows you to advance two spaces on any cult track.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Magicians ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* You start the game with only one dwelling, placed after all other players have place their dwellings.&lt;br /&gt;
* When you build a temple or sanctuary, gain two divine favors instead of one.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to take two turns in a row.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* When another player gains power as a result of your building activity, advance one step on any cult track. If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, gain 7 points.&lt;br /&gt;
&lt;br /&gt;
=== Darklings ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Instead of terraforming as normal, you can use one priest to terraform one step. Gain 2 points each time you do this. Because of the above, you have no terraform rating.&lt;br /&gt;
* When you build your stronghold, you may exchange up to 3 workers for one priest apiece.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* You have no shipping.&lt;br /&gt;
* By paying 2 extra workers, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, the above ability only costs 1 worker.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin less than usually (to a minimum of 1), but generally with worse production rates.&lt;br /&gt;
* By paying 2 workers, you may build a bridge. This otherwise works the same way as the bridge action printed on the board.&lt;br /&gt;
* When you build your stronghold, every time you pass, you score 3 points for each bridge you have in play that has one of your buildings on both sides of it.&lt;br /&gt;
&lt;br /&gt;
=== Fakirs ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You do not have shipping.&lt;br /&gt;
* By paying 1 extra priest, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, you may use the above ability to skip two spaces.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* Instead of the terraforming cycle as normal, you pay the cost of two terraforms (i.e. 6 workers at first) to terraform any terrain into wasteland.&lt;br /&gt;
* As a side effect of the above ability, a single terraform action does nothing.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to perform a double-terraform for free.&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* Gain 1 point each time you terraform via any action or effect.&lt;br /&gt;
* When you build your stronghold, you may terraform up to 3 times. This can be split between any number of spaces. If this results in a plain, you may build a dwelling on it by paying the appropriate cost.&lt;br /&gt;
&lt;br /&gt;
=== Mermaids ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* Your shipping track is different, ranging from 1 to 5. This means you start the game with shipping already available.&lt;br /&gt;
* Your towns can include one river space, allowing you to have towns straddling across the river. This can be invoked immediately when it becomes available or any time after the fact. If you do that, your town tile is placed on the river space included.&lt;br /&gt;
* When you build your stronghold, your shipping level increases one step for free. Gain points for this as if you had taken the usual &amp;quot;improve shipping&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== Nomads ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You start the game with three dwellings, placing a third dwelling after all players have placed their second.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to immediately transform one space into a desert for free. You may build a dwelling on this immediately by paying the appropriate cost. This action does not work across a bridge or when using shipping.&lt;br /&gt;
&lt;br /&gt;
=== Swarmlings ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin more than usual, but generally have better production rates.&lt;br /&gt;
* Gain 3 workers when you build a town.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to upgrade a dwelling to a trading post for free.&lt;br /&gt;
&lt;br /&gt;
=== Witches ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* Gain 5 points when you build a town.&lt;br /&gt;
* Once you build your stronghold, you have access to a new action. This action allows you to build a dwelling for free, on any forest on the board regardless of adjacency.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== SPECIAL LANDSCAPES === &lt;br /&gt;
General Rules:&lt;br /&gt;
* Each Faction may place only one special landscape!&lt;br /&gt;
* Unless stated otherwise, the special landscape may be placed during the Action phase instead of a regular&lt;br /&gt;
Terrain tile when transforming Terrain into your Home Terrain.&lt;br /&gt;
* You may NOT place the special landscape during the Cult Bonus phase.&lt;br /&gt;
** The special landscape is considered a Structure with a Power value of 1:&lt;br /&gt;
** It counts towards forming a Town.&lt;br /&gt;
** You get Power when another player builds next to it.&lt;br /&gt;
** The other players get Power when you place it directly adjacent to their Structures (or special landscape).&lt;br /&gt;
* It counts towards the Area Scoring and the Final Scoring tiles.&lt;br /&gt;
* Unless stated otherwise, the special landscape is not considered any of the existing types of Structures.&lt;br /&gt;
Especially, it is NOT considered a Dwelling and, therefore, any tiles providing Victory points for Dwellings (or&lt;br /&gt;
any other Structure for that matter) do not provide any for the special landscape.&lt;br /&gt;
* The special landscape cannot be upgraded into another Structure. Once you have placed it, it will remain&lt;br /&gt;
there for the rest of the game.&lt;br /&gt;
* When taking the “2 Spades” Power action, if you use the first Spade to transform a Terrain space into the&lt;br /&gt;
special landscape, you may not use the second Spade to transform a Terrain space that is solely adjacent to the&lt;br /&gt;
special landscape.&lt;br /&gt;
&lt;br /&gt;
=== Auren: Tree of Serenity ===&lt;br /&gt;
Once the Tree of Serenity is placed, every time the Auren advance to space 10 of a Cult, they get 4 Victory points.&lt;br /&gt;
=== Witches: Raven&#039;s Blunder ===&lt;br /&gt;
When Raven&#039;s Blunder is placed, every time the Witches found a new Town, they must choose between gaining 5 Victory points as usual or advancing 3 steps on a Cult track of their choice.&lt;br /&gt;
=== Alchemists: Gloomy Workshop ===&lt;br /&gt;
After placing the Gloomy Workshop, the Alchemists may immediately and only once do both, advance on the Shipping track and/or lower the Exchange rate for Spades, without paying the Priest cost. They must pay&lt;br /&gt;
the other resources; and they gain Victory points as usual.&lt;br /&gt;
=== Darklings: Camp ===&lt;br /&gt;
The Camp counts as a Dwelling (so tiles providing Victory points for Dwellings also provide them for the Camp). The Camp cannot be upgraded.&lt;br /&gt;
=== Cultists: Cult Palace ===&lt;br /&gt;
The Cult Palace does not provide any additional benefit during the game. During Cult Scoring, the Cultists break ties, i.e. they are supposed to be half a step ahead of where they actually are in each Cult.&lt;br /&gt;
=== Halflings: Driller ===&lt;br /&gt;
The Halflings pay a total of 1 fewer Spade (but at least 1) every time they transform a Terrain space that is directly adjacent to the Driller.&lt;br /&gt;
=== Dwarves: Great Tunnel ===&lt;br /&gt;
With the Great Tunnel as the starting point, the Dwarves may Tunnel through 2 Terrain spaces instead of just 1. Every time they get Spades as a Cult Bonus, they may Tunnel to spend these Spades (and not paying Workers for that Tunneling).&lt;br /&gt;
=== Engineers: Bridge Tower ===&lt;br /&gt;
When the Bridge Tower is placed, the Engineers gain the ability to build so-called Land Bridges. A Land Bridge must start at one of the six corners of the Bridge Tower and leads along the shared edge of the two Terrain spaces adjacent to that corner. The Engineers must place an actual Bridge piece on that edge. It does not matter whether or not one of these Terrain spaces is a River space; and it does not matter whether or not one or both of these Terrain spaces are occupied by Structures (regardless of whose Structures they are). For instance, a Land Bridge may allow the Engineers to ”break through“ an impassible barrier of opponent Structures.&lt;br /&gt;
Land Bridges do not interfere with the adjacency of the Structures on the bordering Terrain spaces. Land Bridges count as normal Bridges with regard to the Bridge scoring once the Stronghold is built&lt;br /&gt;
(i.e. they provide 3 Victory points if the condition for that is met).&lt;br /&gt;
=== Mermaids: Coral Reef ===&lt;br /&gt;
The Coral Reef must be placed on a River space that is directly adjacent to a Mermaid Structure. It does not prevent other players from using that River space for expansion or indirect adjacency. Shipping works with the Coral Reef as with any other Structure.&lt;br /&gt;
=== Swarmlings: Breeding Ground ===&lt;br /&gt;
Breeding Ground allows a Town to grow even bigger while gaining additional Town tiles:&lt;br /&gt;
* At a total Power value of 14, the Town becomes a City, gaining its second Town tile.&lt;br /&gt;
* At a total Power value of 21, the City becomes a Metropolis, gaining its third Town tile.&lt;br /&gt;
* At a total Power value of 28, the Metropolis becomes a Megacity, gaining its fourth Town tile.&lt;br /&gt;
With the appropriate Favor tile (&amp;quot;2 Fire&amp;quot;), these values decrease to 12, 18 and 24, respectively.&lt;br /&gt;
=== Chaos Magicians: Chaos Portal ===&lt;br /&gt;
When the Chaos Magicians build their Stronghold, they may immediately place the Chaos Portal on a free Wasteland space of their choice, anywhere on the game board.&lt;br /&gt;
=== Giants: Cave of Wisdom ===&lt;br /&gt;
When the Cave of Wisdom is placed, the Giants may immediately and only once lower the Exchange rate for Spades at no cost by moving their marker on the Exchange track up one space. If they do, they gain the normal 6 Victory points.&lt;br /&gt;
=== Fakirs: Flight School ===&lt;br /&gt;
When the Flight School is placed, the Fakirs get 2 Coins every time they use their Carpet Flight.&lt;br /&gt;
=== Nomads: Trading Camp ===&lt;br /&gt;
Every time another player builds next to the Trading Camp, the Nomads may either take Power at the normal rate or take exactly 1 Coin from the general supply. If they take the Coin, they do not lose any Victory points.&lt;br /&gt;
&lt;br /&gt;
=== OTHER FACTIONS ===&lt;br /&gt;
There are other Factions available for Terra Mystica but they are not available on BGA.&lt;br /&gt;
* Ice Maidens&lt;br /&gt;
* Yetis&lt;br /&gt;
* Acolytes&lt;br /&gt;
* Dragon-Lords&lt;br /&gt;
* River-Walkers&lt;br /&gt;
* Shape-Shifters&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpviticulture&amp;diff=8516</id>
		<title>Gamehelpviticulture</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpviticulture&amp;diff=8516"/>
		<updated>2021-06-15T05:53:27Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to wine country! In Viticulture, players manage a vineyard over the course of several years/rounds, attempting to make more valuable wines and fulfill orders. Players use their workers for various actions, but with the twist that actions are restricted to specific seasons. The player with the most points once any player has 20 or more points wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
Each player has the following components: &lt;br /&gt;
* Workers. These are further divided into regular workers and a grande worker, which is larger than the others and has a G on it. These can be placed on various spaces to perform actions, but the grande worker can be placed even if that action space is otherwise full.&lt;br /&gt;
* Lira, the game&#039;s currency. These are usually spent to build structures, train new workers, and some other visitor cards.&lt;br /&gt;
* A hand of cards, which may contain the following types of cards:&lt;br /&gt;
* * Vines and grapes, represented by green cards. These represent the types of wines you can make. These contain a wine color (red or white), a starting value, and building prerequisites.&lt;br /&gt;
* * Wine orders, represented by purple cards. These show the types of wine you need, and a reward in both points and residual income once completed.&lt;br /&gt;
* * Summer visitors, represented by yellow cards. These can be played for a one-time effect.&lt;br /&gt;
* * Winter visitors, represented by blue cards. These can also be played for a one-time effect. The primary difference between these is when they can be played.&lt;br /&gt;
&lt;br /&gt;
Each player also has a game board showing the following things:&lt;br /&gt;
* Three fields. These show all planted vines. Each of these fields has a maximum value - the total value of all vines can never be larger than this number.&lt;br /&gt;
* The crush pad, showing the value of all grapes you have access to.&lt;br /&gt;
* The wine cellar, showing the value of all wine available.&lt;br /&gt;
* All built structures. These each have different abilities and will be discussed on an individual basis.&lt;br /&gt;
&lt;br /&gt;
The main game board has the following things:&lt;br /&gt;
* The turn order, with bonuses. Players choose when to act on this, but the later players choose to act, the bigger bonus they will get.&lt;br /&gt;
* Actions available, each divided into summer (yellow, on the left half of the board) and winter (blue, on the right half) actions. Note that the number of these that are available for use depends on the number of players in the game.&lt;br /&gt;
* The score track. Players usually score points by completing wine orders, but can also score using certain visitor cards or actions.&lt;br /&gt;
* Residual income. At the end of each round, players earn lira based on this amount. This is usually increased by completing wine orders.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player, in addition to the items automated by BGA, does the following:&lt;br /&gt;
* Choose a mama and papa combination. This will determine what you start the game with, and usually guarantees you an assortment of cards, money, and three workers, one of which is a grande worker.&lt;br /&gt;
* Your papa also gives an additional choice - starting the game with a building or comparable bonus, or starting with more money. Choose whichever option you prefer.&lt;br /&gt;
&lt;br /&gt;
A first player will randomly be selected. You are now ready to begin.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A round in Viticulture consists of one year, which is further broken into four seasons and an end-of-round cleanup phase.&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
In spring, players plan for the upcoming year by choosing turn order. Starting with the first player (designated by the grapes) and proceeding around the table, players choose one of the seven spaces on the turn order track and place their rooster there. This designates the turn order for the round. Players also get a bonus when placing their rooster on the track; in general, the later in the turn order they choose, the better the bonus.&lt;br /&gt;
1st: No bonus&lt;br /&gt;
2nd: Gain 1 green card&lt;br /&gt;
3rd: Gain 1 purple card&lt;br /&gt;
4th: Gain 1 lira&lt;br /&gt;
5th: Gain 1 yellow card or 1 blue card&lt;br /&gt;
6th: Gain 1 point&lt;br /&gt;
7th: Gain an additional worker this round; this can be used as if it were a worker of your color, but is lost at the end of the year&lt;br /&gt;
&lt;br /&gt;
=== Summer === &lt;br /&gt;
In summer, players take actions related to building their vineyard. Players take actions by placing a worker on any unoccupied space, then immediately taking that action. Note that the number of spaces for each action scales with the number of players in the game:&lt;br /&gt;
* In a 2 player game, only one worker can be placed on each action.&lt;br /&gt;
* In a 3 or 4 player game, two workers can be placed on each action, one of which has a bonus action attached to it.&lt;br /&gt;
* In a 5 or 6 player game, three workers can be placed on each action, one of which has a bonus action attached to it.&lt;br /&gt;
&lt;br /&gt;
The actions available are:&lt;br /&gt;
* Draw a green card: Draw 1 green card and add it to your hand. (Bonus: Draw a second green card.)&lt;br /&gt;
* Give a tour: Gain 2 lira. (Bonus: Gain 1 extra lira.)&lt;br /&gt;
* Build a structure: Build one of your structures for the indicated cost. You now have the bonus attached to it for the rest of the game.(Bonus: Gain 1 lira - this is gained before building, so it can effectively act as a discount.) See the Structures section for a summary of what these do.&lt;br /&gt;
* Play a yellow card: Play one of your visitor cards from your hand. Do what it says, then discard it. (Bonus: Play a second yellow card afterwards.)&lt;br /&gt;
* Sell a grape/field: Choose one: Sell one of your grapes to gain lira based on its value, or sell a field to gain lira based on its maximum value, or buy a field for its maximum value in lira. You may only sell a field if it is empty, and cannot interact with a sold field unless you buy it back. (Bonus: Gain 1 point.)&lt;br /&gt;
* Plant a green card: Put one of your green cards in a field. You must have the building prerequisites listed on the card (if any exist), and this can&#039;t cause the total value of all vines to exceed the maximum value of the field. (Bonus: Plant a second green card afterwards.)&lt;br /&gt;
* Gain 1L: Gain 1 lira. This action can be taken by any number of workers and during any season.&lt;br /&gt;
&lt;br /&gt;
If a player no longer wishes to take actions, they may pass, and all of their remaining workers are usable in the winter. Once all players have passed or have no available workers, players proceed to autumn.&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
&lt;br /&gt;
During autumn, players host visitors. Each player draws either a yellow or blue card (players who have built the Cottage may take two cards).&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
During winter, players take actions related to making wine and fulfilling orders. The turn structure here is identical to the summer phase.&lt;br /&gt;
&lt;br /&gt;
The actions are:&lt;br /&gt;
* Gain 1 purple card: Draw a purple card. (Bonus: Draw a second purple card.)&lt;br /&gt;
* Harvest a field: Gain grapes from a field. Add up all red vines in your selected field and gain a red grape of that value, then do the same for white vines/grapes. You may never have two grapes of the same value at any given moment; if something would cause this, the grape goes down to the next lowest value. This does not consume green cards on the field. (Bonus: Harvest a second field.)&lt;br /&gt;
* Train a new worker: Pay 4 lira to gain a new worker. This worker will be available to take actions for the next and all subsequent years. (Bonus: Gain 1 lira - this functionally acts as a discount.)&lt;br /&gt;
* Play a blue card: Play one of your visitor cards from your hand. (Bonus: Play a second visitor card after the first.)&lt;br /&gt;
* Make wine: Make up to two wine tokens. To make red or white wine, just move the tokens on the grapes to their corresponding wines. To make blush wine, add the values from a red and white grape together. To make a sparkling wine, add the values from two red and one white grapes. Wine values are restricted by your cellar size - if you attempt to make a wine your cellar can&#039;t hold, it will be downgraded to the highest value it can accommodate. (Bonus: Make a third wine token.)&lt;br /&gt;
* Fill an order: Discard a purple card and wine tokens equal to or higher than the value shown on them, and gain points and residual income on the card. (Bonus: Gain 1 point.)&lt;br /&gt;
* Gain 1L: Gain 1 lira. This action can be taken by any number of workers and during any season.&lt;br /&gt;
&lt;br /&gt;
Once all players have used all workers they have available, the round ends.&lt;br /&gt;
&lt;br /&gt;
=== Year End ===&lt;br /&gt;
At the end of each year, the following things happen:&lt;br /&gt;
* All grapes and wine age. Move each to the next highest available space (keeping in mind wine can&#039;t age past what the cellar can hold - in this case, the tokens remain where they are)&lt;br /&gt;
* Return all workers to their respective players.&lt;br /&gt;
* Collect residual income.&lt;br /&gt;
* Discard down to 7 cards total. This only includes cards in your hand, not cards in fields.&lt;br /&gt;
* Rotate the first player token to the right (that is, in the opposite order players would normally choose turn order).&lt;br /&gt;
&lt;br /&gt;
If any player has 20 or more points, the game ends here. Otherwise, start a new year.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
The structures you can build for various bonuses are:&lt;br /&gt;
* * Trellis (2L): Allows you to plant more valuable vines&lt;br /&gt;
* * Irrigation (3L): Allows you to plant more valuable vines&lt;br /&gt;
* * Windmill (5L): Once per year, whenever you plant a new vine, gain 1 point&lt;br /&gt;
* * Yoke (2L): Unlocks an additional worker space, allowing you to harvest 1 field or uproot and discard an already planted green card&lt;br /&gt;
* * Tasting Room (6L): Once per year, when you give a tour and you have at least one wine in your cellar, gain 1 point&lt;br /&gt;
* * Medium Cellar (4L): Your wine cellar can hold wines up to value 6. (Without this, you can only have wine up to value 3.)&lt;br /&gt;
* * Large Cellar (6L): Your wine cellar can hold wines up to value 9. You must have the Medium Cellar to build this.&lt;br /&gt;
* * Cottage (4L): Allows you to draw a second visitor card each autumn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
The game ends at the end of any year in which any player has at least 20 points. The player with the most points wins the game! If there&#039;s a tie, the player with the most leftover lira wins. If there&#039;s still a tie, the player with the highest combined value of all their wines wins. If there&#039;s still a tie, the player with the highest combined value of all grapes wins. If there&#039;s still a tie after that, the victory is shared!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpviticulture&amp;diff=8515</id>
		<title>Gamehelpviticulture</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpviticulture&amp;diff=8515"/>
		<updated>2021-06-15T05:51:42Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: Created page with &amp;quot;== Overview == Welcome to wine country! In Viticulture, players manage a vineyard over the course of several years/rounds, attempting to make more valuable wines and fulfill o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to wine country! In Viticulture, players manage a vineyard over the course of several years/rounds, attempting to make more valuable wines and fulfill orders. Players use their workers for various actions, but with the twist that actions are restricted to specific seasons. The player with the most points once any player has 20 or more points wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
Each player has the following components: &lt;br /&gt;
* Workers. These are further divided into regular workers and a grande worker, which is larger than the others and has a G on it. These can be placed on various spaces to perform actions, but the grande worker can be placed even if that action space is otherwise full.&lt;br /&gt;
* Lira, the game&#039;s currency. These are usually spent to build structures, train new workers, and some other visitor cards.&lt;br /&gt;
* A hand of cards, which may contain the following types of cards:&lt;br /&gt;
* * Vines and grapes, represented by green cards. These represent the types of wines you can make. These contain a wine color (red or white), a starting value, and building prerequisites.&lt;br /&gt;
* * Wine orders, represented by purple cards. These show the types of wine you need, and a reward in both points and residual income once completed.&lt;br /&gt;
* * Summer visitors, represented by yellow cards. These can be played for a one-time effect.&lt;br /&gt;
* * Winter visitors, represented by blue cards. These can also be played for a one-time effect. The primary difference between these is when they can be played.&lt;br /&gt;
&lt;br /&gt;
Each player also has a game board showing the following things:&lt;br /&gt;
* Three fields. These show all planted vines. Each of these fields has a maximum value - the total value of all vines can never be larger than this number.&lt;br /&gt;
* The crush pad, showing the value of all grapes you have access to.&lt;br /&gt;
* The wine cellar, showing the value of all wine available.&lt;br /&gt;
* All built structures. These each have different abilities and will be discussed on an individual basis.&lt;br /&gt;
&lt;br /&gt;
The main game board has the following things:&lt;br /&gt;
* The turn order, with bonuses. Players choose when to act on this, but the later players choose to act, the bigger bonus they will get.&lt;br /&gt;
* Actions available, each divided into summer (yellow, on the left half of the board) and winter (blue, on the right half) actions. Note that the number of these that are available for use depends on the number of players in the game.&lt;br /&gt;
* The score track. Players usually score points by completing wine orders, but can also score using certain visitor cards or actions.&lt;br /&gt;
* Residual income. At the end of each round, players earn lira based on this amount. This is usually increased by completing wine orders.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player, in addition to the items automated by BGA, does the following:&lt;br /&gt;
* Choose a mama and papa combination. This will determine what you start the game with, and usually guarantees you an assortment of cards, money, and three workers, one of which is a grande worker.&lt;br /&gt;
* Your papa also gives an additional choice - starting the game with a building or comparable bonus, or starting with more money. Choose whichever option you prefer.&lt;br /&gt;
&lt;br /&gt;
A first player will randomly be selected. You are now ready to begin.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A round in Viticulture consists of one year, which is further broken into four seasons and an end-of-round cleanup phase.&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
In spring, players plan for the upcoming year by choosing turn order. Starting with the first player (designated by the grapes) and proceeding around the table, players choose one of the seven spaces on the turn order track and place their rooster there. This designates the turn order for the round. Players also get a bonus when placing their rooster on the track; in general, the later in the turn order they choose, the better the bonus.&lt;br /&gt;
1st: No bonus&lt;br /&gt;
2nd: Gain 1 green card&lt;br /&gt;
3rd: Gain 1 purple card&lt;br /&gt;
4th: Gain 1 lira&lt;br /&gt;
5th: Gain 1 yellow card or 1 blue card&lt;br /&gt;
6th: Gain 1 point&lt;br /&gt;
7th: Gain an additional worker this round; this can be used as if it were a worker of your color, but is lost at the end of the year&lt;br /&gt;
&lt;br /&gt;
=== Summer === &lt;br /&gt;
In summer, players take actions related to building their vineyard. Players take actions by placing a worker on any unoccupied space, then immediately taking that action. Note that the number of spaces for each action scales with the number of players in the game:&lt;br /&gt;
* In a 2 player game, only one worker can be placed on each action.&lt;br /&gt;
* In a 3 or 4 player game, two workers can be placed on each action, one of which has a bonus action attached to it.&lt;br /&gt;
* In a 5 or 6 player game, three workers can be placed on each action, one of which has a bonus action attached to it.&lt;br /&gt;
&lt;br /&gt;
The actions available are:&lt;br /&gt;
* Draw a green card: Draw 1 green card and add it to your hand. (Bonus: Draw a second green card.)&lt;br /&gt;
* Give a tour: Gain 2 lira. (Bonus: Gain 1 extra lira.)&lt;br /&gt;
* Build a structure: Build one of your structures for the indicated cost. (Bonus: Gain 1 lira - this is gained before building, so it can effectively act as a discount.) You now have the bonus attached to it for the rest of the game. The structures are:&lt;br /&gt;
* * Trellis (2L): Allows you to plant more valuable vines&lt;br /&gt;
* * Irrigation (3L): Allows you to plant more valuable vines&lt;br /&gt;
* * Windmill (5L): Once per year, whenever you plant a new vine, gain 1 point&lt;br /&gt;
* * Yoke (2L): Unlocks an additional worker space, allowing you to harvest 1 field or uproot and discard an already planted green card&lt;br /&gt;
* * Tasting Room (6L): Once per year, when you give a tour and you have at least one wine in your cellar, gain 1 point&lt;br /&gt;
* * Medium Cellar (4L): Your wine cellar can hold wines up to value 6. (Without this, you can only have wine up to value 3.)&lt;br /&gt;
* * Large Cellar (6L): Your wine cellar can hold wines up to value 9. You must have the Medium Cellar to build this.&lt;br /&gt;
* * Cottage (4L): Allows you to draw a second visitor card each autumn.&lt;br /&gt;
* Play a yellow card: Play one of your visitor cards from your hand. Do what it says, then discard it. (Bonus: Play a second yellow card afterwards.)&lt;br /&gt;
* Sell a grape/field: Choose one: Sell one of your grapes to gain lira based on its value, or sell a field to gain lira based on its maximum value, or buy a field for its maximum value in lira. You may only sell a field if it is empty, and cannot interact with a sold field unless you buy it back. (Bonus: Gain 1 point.)&lt;br /&gt;
* Plant a green card: Put one of your green cards in a field. You must have the building prerequisites listed on the card (if any exist), and this can&#039;t cause the total value of all vines to exceed the maximum value of the field. (Bonus: Plant a second green card afterwards.)&lt;br /&gt;
* Gain 1L: Gain 1 lira. This action can be taken by any number of workers and during any season.&lt;br /&gt;
&lt;br /&gt;
If a player no longer wishes to take actions, they may pass, and all of their remaining workers are usable in the winter. Once all players have passed or have no available workers, players proceed to autumn.&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
&lt;br /&gt;
During autumn, players host visitors. Each player draws either a yellow or blue card (players who have built the Cottage may take two cards).&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
During winter, players take actions related to making wine and fulfilling orders. The turn structure here is identical to the summer phase.&lt;br /&gt;
&lt;br /&gt;
The actions are:&lt;br /&gt;
* Gain 1 purple card: Draw a purple card. (Bonus: Draw a second purple card.)&lt;br /&gt;
* Harvest a field: Gain grapes from a field. Add up all red vines in your selected field and gain a red grape of that value, then do the same for white vines/grapes. You may never have two grapes of the same value at any given moment; if something would cause this, the grape goes down to the next lowest value. This does not consume green cards on the field. (Bonus: Harvest a second field.)&lt;br /&gt;
* Train a new worker: Pay 4 lira to gain a new worker. This worker will be available to take actions for the next and all subsequent years. (Bonus: Gain 1 lira - this functionally acts as a discount.)&lt;br /&gt;
* Play a blue card: Play one of your visitor cards from your hand. (Bonus: Play a second visitor card after the first.)&lt;br /&gt;
* Make wine: Make up to two wine tokens. To make red or white wine, just move the tokens on the grapes to their corresponding wines. To make blush wine, add the values from a red and white grape together. To make a sparkling wine, add the values from two red and one white grapes. Wine values are restricted by your cellar size - if you attempt to make a wine your cellar can&#039;t hold, it will be downgraded to the highest value it can accommodate. (Bonus: Make a third wine token.)&lt;br /&gt;
* Fill an order: Discard a purple card and wine tokens equal to or higher than the value shown on them, and gain points and residual income on the card. (Bonus: Gain 1 point.)&lt;br /&gt;
* Gain 1L: Gain 1 lira. This action can be taken by any number of workers and during any season.&lt;br /&gt;
&lt;br /&gt;
Once all players have used all workers they have available, the round ends.&lt;br /&gt;
&lt;br /&gt;
=== Year End ===&lt;br /&gt;
At the end of each year, the following things happen:&lt;br /&gt;
* All grapes and wine age. Move each to the next highest available space (keeping in mind wine can&#039;t age past what the cellar can hold - in this case, the tokens remain where they are)&lt;br /&gt;
* Return all workers to their respective players.&lt;br /&gt;
* Collect residual income.&lt;br /&gt;
* Discard down to 7 cards total. This only includes cards in your hand, not cards in fields.&lt;br /&gt;
* Rotate the first player token to the right (that is, in the opposite order players would normally choose turn order).&lt;br /&gt;
&lt;br /&gt;
If any player has 20 or more points, the game ends here. Otherwise, start a new year.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
The game ends at the end of any year in which any player has at least 20 points. The player with the most points wins the game! If there&#039;s a tie, the player with the most leftover lira wins. If there&#039;s still a tie, the player with the highest combined value of all their wines wins. If there&#039;s still a tie, the player with the highest combined value of all grapes wins. If there&#039;s still a tie after that, the victory is shared!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=5732</id>
		<title>Gamehelpsevenwondersduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=5732"/>
		<updated>2020-09-26T06:49:02Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
In 7 Wonders: Duel, your aim is to make your ancient civilization thrive over three rounds by acquiring resources, building different types of constructions, and building your Wonders. However, you&#039;re doing this along with another player who has access to the same resources and buildings you do. Over the course of each round, you&#039;ll be acquiring money and points from the different cards played or other actions. Alternatively, you can build up a military to conquer your opponent, or progress on technology to the point that you&#039;re just too amazing of a civilization.&lt;br /&gt;
&lt;br /&gt;
There are three ways to win this game:&lt;br /&gt;
1. Advance the military token all the way to the opponent&#039;s edge of the board&lt;br /&gt;
2. Collect any six different science symbols&lt;br /&gt;
3. Have the most points at the end of the 3rd round&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
At any given moment, each player has:&lt;br /&gt;
* 4 Wonders. These can be built by tucking a card underneath them for the bonuses printed on them. These are shown on the left side of your board.&lt;br /&gt;
* Money. Some cards or Wonders give you money, but this is more commonly earned by discarding cards. Money can be spent to buy cards, or to buy resources you don&#039;t already have access to. This is shown on the right side of your player board.&lt;br /&gt;
* Points. These are simply the sum of all points earned from cards. The player with the most points wins the game (unless an alternate victory condition is achieved). This is shown on the right side of your player board.&lt;br /&gt;
&lt;br /&gt;
Between both players is the available &amp;quot;market&amp;quot; of cards. Any cards not covered by any other card can be collected or purchased for the listed price. The shape of this board is different in each round.&lt;br /&gt;
&lt;br /&gt;
== Game Setup and Preparation ==&lt;br /&gt;
&lt;br /&gt;
Each player starts the game with 7 coins.&lt;br /&gt;
&lt;br /&gt;
5 Progress tokens are dealt onto the board.&lt;br /&gt;
&lt;br /&gt;
Each player also starts with 4 potential Wonders, chosen as follows:&lt;br /&gt;
* Deal out 4 random Wonders.&lt;br /&gt;
* The starting player selects one of the Wonders.&lt;br /&gt;
* The other player then selects two of the remaining Wonders.&lt;br /&gt;
* The starting player automatically gets the remaining Wonder.&lt;br /&gt;
* Then deal out 4 random Wonders and repeat the above process, except the other player starts that round.&lt;br /&gt;
&lt;br /&gt;
Finally, deal out the Age I cards in the pattern described.&lt;br /&gt;
&lt;br /&gt;
The starting player goes first.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
During your turn, select one of the cards on the board to claim, then choose what to do with it:&lt;br /&gt;
* Play the card as normal. This is the most common choice. Doing this will simply give you the benefits of the card. The types of cards and what they do are explained further into these instructions.&lt;br /&gt;
* Use the card to build your Wonder. Tuck the card underneath one of your Wonders. It does not matter which card is tucked for this; as long as any card is used for this, the Wonder is considered complete. You do need to be able to pay the resource cost of the Wonder or have enough money to make up the difference. Only 7 Wonders can be completed during the entire course of the game; once the 7th has been built, the 8th and final Wonder is removed from play and can&#039;t be built.&lt;br /&gt;
* Discard the card for money. You gain 2 coins plus 1 coin for each yellow card you already have. It does not matter which card is discarded for this; all cards are worth the same amount of money when discarded this way.&lt;br /&gt;
&lt;br /&gt;
After you have completed this, it&#039;s now your opponent&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
== Buying Cards ==&lt;br /&gt;
&lt;br /&gt;
Most cards have a purchase price, shown on the top left of the card, involving resources or money. To buy a card, you must have the available resources for it. However, if you do not have the required resources, you may buy them from the bank. For each missing resource, pay 2 coins, plus 1 extra coin for each of that resource your opponent has.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some cards have an alternate cost using a previously claimed card. Cards that can take advantage of a chain build later in the game have a symbol printed on the top right, and cards that can be purchased this way have the matching symbol underneath their normal, resource-based cost. If you have the appropriate card, you can buy the new card for free!&lt;br /&gt;
&lt;br /&gt;
== Types of Cards ==&lt;br /&gt;
&lt;br /&gt;
Players can gain the following types of cards:&lt;br /&gt;
&lt;br /&gt;
=== Resource Cards ===&lt;br /&gt;
&lt;br /&gt;
Brown and gray cards are resources. There are five types of resources; wood, brick, stone (all of which are brown), glass, and paper (which are gray). These resources are required in order to build certain cards or Wonders. If you do not have a particular resource, you can instead pay 2 coins, plus 1 coin for each resource held by your opponent (this money goes to the bank, not to your opponent). Resource cards are never used up - as long as you have the card, you may use the resources on any subsequent turns.&lt;br /&gt;
&lt;br /&gt;
Unlike other cards, Resource Cards appear in Age I and II, but not at all during Age III.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Cards ===&lt;br /&gt;
&lt;br /&gt;
Yellow cards are commerce cards, and usually have something to do with money. They may allow for altered costs to buy resources, or to instantly gain money. Additionally, for each yellow card you have, you gain 1 extra coin each time you discard a card.&lt;br /&gt;
&lt;br /&gt;
=== Victory Cards ===&lt;br /&gt;
&lt;br /&gt;
Blue cards are victory cards, and are simply worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Science Cards ===&lt;br /&gt;
&lt;br /&gt;
Green cards are science cards. These are frequently (but not always) worth points, but more importantly, have one of six different scientific instruments on them. If you ever collect one copy of all six symbols, you automatically win the game!&lt;br /&gt;
&lt;br /&gt;
Additionally, if you get two cards with the same symbol, you also immediately get one of the Progress tokens. There are five Progress tokens dealt at the start of the game, which either give you some sort of bonus or extra effect.&lt;br /&gt;
&lt;br /&gt;
=== Military Cards ===&lt;br /&gt;
&lt;br /&gt;
Red cards are military cards. These show some number of sword and shields along the top. When you get one, for each of these sword and shields, advance the military token one step towards your opponent. If it moves into a space next to a penalty symbol, your opponent loses money.&lt;br /&gt;
&lt;br /&gt;
If you ever advance the military token to the edge closest to your opponent, you&#039;ve conquered their civilization and automatically win the game! However, if the game ends before this happens, one player will gain points based on its position.&lt;br /&gt;
&lt;br /&gt;
=== Guild Cards ===&lt;br /&gt;
&lt;br /&gt;
Purple cards are guild cards. These are worth money and points based on how many of a particular card type or other quality have been built. The money from this is awarded immediately, but the points are only awarded at the end of the game (and consequently do not show up on your point total).&lt;br /&gt;
&lt;br /&gt;
Unlike other cards, these cards only show up in Age III.&lt;br /&gt;
&lt;br /&gt;
== End Of An Age ==&lt;br /&gt;
&lt;br /&gt;
An age ends when either player takes the last card from the board. A new set of cards is dealt out in a predefined pattern.&lt;br /&gt;
&lt;br /&gt;
The player closest to the Military token (that is, the player most in danger of being conquered) chooses which player starts the next round. If the Military token is in the middle, then the turn sequence is simply carried over from the previous round and whoever did not end the previous round goes first.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game can end automatically if either player conquers the other, or gets enough scientific symbols. But if neither of those conditions are met, then the game ends at the end of Age III.&lt;br /&gt;
&lt;br /&gt;
Players earn points from their points on cards (including guilds), Wonders, the final position of the Military token, and leftover money (3 coins converts to 1 point). The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=4560</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=4560"/>
		<updated>2020-06-01T22:46:37Z</updated>

		<summary type="html">&lt;p&gt;Octrinity: First draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
Terra Mystica is a civilization building game for 2 to 5 players. At the beginning of the game, you&#039;ll choose a faction, each of which has its own separate home terrain and special abilities. As the game progresses, you&#039;ll terraform the land, build new buildings, and upgrade existing ones in order to collect more income and score more points. The player with the most points after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
Note that certain factions will change some of the rules here - exceptions and additions will be mentioned in parentheses and summarized at the end of this article.&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
At any given moment, each player will have the following resources:&lt;br /&gt;
* Workers, represented by white cubes. These are usually earned from dwellings and can be spent to build new buildings.&lt;br /&gt;
* Coins, represented by...well, coins. These are usually earned from trading posts and from taking bonus tiles not chosen by other players, and can be spent to build new buildings.&lt;br /&gt;
* Priests, represented by meeples. These are usually earned from temples and sanctuaries and can be spent to increase on the cult tracks and to upgrade your terraforming and shipping.&lt;br /&gt;
* Power, represented by purple discs. These are placed in three bowls, labeled I, II, and III. Power is typically gained from trading posts, strongholds, and as a side effect from other players building near you. When you gain power, you cycle it from bowl I to bowl II; if bowl I is empty, then you move from bowl II to bowl III. Only the power in bowl III can actually be spent, and doing so moves it back to bowl I. In other words, power needs to charge itself twice before it becomes usable.&lt;br /&gt;
&lt;br /&gt;
Players also have the following things in or near their faction boards:&lt;br /&gt;
* Buildings. The cost to build each building is given underneath it. When a building is in play, it exposes resources, which can then be earned during the income phase.&lt;br /&gt;
* The terrain cycle. Your faction&#039;s home terrain is pictured at the top, and all others in a circle around it, separated by shovels. Your buildings can only be placed in your faction&#039;s home terrain, and the closer another terrain is on this circle, the easier it is to terraform something into your home terrain.&lt;br /&gt;
* Your terraforming rating. The higher this is, the fewer workers are needed in order to terraform a space. (Darklings don&#039;t have this.)&lt;br /&gt;
* Your shipping rating. The higher this is, the more river spaces you can skip for the purposes of adjacency. (Dwarves and Fakirs don&#039;t have this.)&lt;br /&gt;
* Any other special abilities your faction may have. At minimum, you&#039;ll have one ability by default, and another when your stronghold is built. See the bottom of this article for more information on them.&lt;br /&gt;
&lt;br /&gt;
The board as a whole contains the following features:&lt;br /&gt;
* The game map.&lt;br /&gt;
* The round tracker. There are six rounds in the game, each represented by a tile. During each round, building a specific building or taking a specific action will award bonus points, and at the end of a round, you will receive an additional bonus based on how far you&#039;ve advanced on the cult tracks (except during the last round).&lt;br /&gt;
* Special powers. Each of these provides a bonus when used, and can be claimed by any player for the appropriate power cost. These can each be used once per round.&lt;br /&gt;
* The cult tracks. There are four cult tracks, fire, water, earth, and air. Players receive a bonus at the end of each round based on their progress here, and additional points for advancing the furthest at the end of the game.&lt;br /&gt;
* Bonus tiles. These are worth additional income or bonus points. At any given moment, each player will claim one of them, then exchange them when they pass for the round, so there will be three unclaimed ones to choose from.&lt;br /&gt;
* Divine favors. These are worth additional income, bonus points, and cult spaces, and are claimed on building a temple or sanctuary.&lt;br /&gt;
* Town tiles. These are worth bonus points and some other one-time bonus, and are claimed when a player builds a town.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Before the game begins, in addition to segments automated by BGA, each player does the following:&lt;br /&gt;
* 1. Each player, in turn order, selects a faction to play as and takes all components and starting resources needed for that faction.&lt;br /&gt;
* 2. Each player, in turn order, places one of their dwellings on any space on the board of their home terrain. Don&#039;t pay for this dwelling. (Chaos Magicians don&#039;t place a dwelling yet.)&lt;br /&gt;
* 3. Each player, in reverse turn order, places a second dwelling on any space on the board of their home terrain. Don&#039;t pay for this dwelling either. (Nomads place a third dwelling after all other players have placed their second dwelling. Chaos Magicians place their first and only dwelling after all other players, regardless of the turn order.)&lt;br /&gt;
* 4. Each player, in reverse turn order, claims a bonus tile. Any bonus tiles not claimed get 1 coin placed on them, and the next player to claim these gets the money attached to them.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Terra Mystica is played across six rounds. Each round is broken into three phases:&lt;br /&gt;
* 1. Income phase. Each player collects income. Any printed resource with an open hand under it is income, and these will generally be found from the spaces under built buildings, your bonus tile, and some divine favors.&lt;br /&gt;
* 2. Action phase. Each player, in turn, takes an action. All players continue taking actions one by one until all players have passed.&lt;br /&gt;
* 3. Cult phase. Each player gets a bonus based on their progression on a cult track specified by the round. For every number of spaces advanced on the specified cult track, players get the specified bonus. If this bonus involves terraforming, this is completed in turn order.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
One turn consists of taking one action, possibly with free conversions before or after this. Here are the actions you may take on your turn. Note that certain actions will be worth points just for doing based on the round tiles.&lt;br /&gt;
* 1. Terraform the land. You may terraform one space any number of spaces. At the beginning of the game, each step of your terraforming track will cost 3 workers, but this can be improved later. The space you are terraforming must be adjacent to an existing building. If this space is now your home terrain (or already was to begin with), you may build a dwelling by paying the appropriate cost. (Darklings pay priests to do this instead of workers. Halflings score 1 point for each terraform performed this way.)&lt;br /&gt;
* 2. Improve an existing building. This replaces one building type with another. A dwelling can be upgraded to a trading post. You pay the smaller money cost if it&#039;s adjacent to another player, and the bigger cost if it isn&#039;t. A trading post can be upgraded to either a stronghold or a temple, and a temple can be upgrade to a sanctuary. If you build a temple or sanctuary, you also get a divine favor (two divine favors if playing as the Chaos Magicians). If you build your stronghold, you get another special ability dependent on your faction - see the end of the article for how that works.&lt;br /&gt;
* 3. Improve your terraforming rating. By paying the cost given, you move your terraforming rating up one step, thereby gaining 6 points and reducing the cost for how many workers are required to terraform a space. (Darklings don&#039;t have this. Halflings have a reduced cost to do this.)&lt;br /&gt;
* 4. Improve your shipping rating. By paying the cost given, you move your shipping rating up one step, gaining points. From now on, you may skip over that number of river spaces when determining adjacency. (Dwarves and Fakirs don&#039;t have this. Mermaids have a different track, ranging from 1-5 instead of everyone else&#039;s 0-3.)&lt;br /&gt;
* 5. Send a priest to a cult track. Move up the specified number of spaces on the track. If you pass by any gates containing power, gain that amount of power. Priests sent here remain there for the rest of the game. To advance to space 10 of any track, you need a key, gained from forming a town.&lt;br /&gt;
* 6. Take any special action, indicated by an orange octagon. Six of these are on the board, cost power to use, and are first come first served amongst all players. Other actions may be printed on faction boards, divine favors, or bonus tiles.&lt;br /&gt;
* 7. Pass. When you pass, gain any bonus points included on bonus tiles or divine favors (if any; the Engineers also have a bonus here if their stronghold is built), then select a new bonus tile. If you are the first player to pass, you will be the first player in the next round. (If the Variable Turn Order option is enabled, the turn order will be the same as the order in which they passed; otherwise, it will proceed clockwise from there.) You no longer take actions for the rest of this round.&lt;br /&gt;
&lt;br /&gt;
If you build next to another player, they have an option to gain power from this. Specifically, each building type has a power level associated with it - dwellings are worth 1, trading posts and temples 2, and strongholds and sanctuaries 3. For each power level on buildings directly adjacent (in other words, ignore shipping for this) to the one you built, they can gain 1 power. However, they will also lose points equal to the amount gained this way minus 1. This power gain is optional, and is not at all dependent on which building was built to trigger this. (If any player accepts this power gain as a result of the Cultists&#039; building activity, the Cultists can advance one step on any cult track.)&lt;br /&gt;
&lt;br /&gt;
If your move results in four or more directly adjacent buildings with a total power level of 7 or more, this forms a town. If the Sanctuary is one of those buildings, this can be completed with 3 buildings. Towns are worth additional points, some other one-time bonus, and an opportunity to advance to space 10 on a cult track (the &amp;quot;11 points&amp;quot; tile does not have this key, and the &amp;quot;2 points/2 steps on each cult track space&amp;quot; has two keys; both of these are part of the Mini-Expansions option). Any new buildings directly adjacent to this are considered part of the same town and can&#039;t be used to form a new one; however, two towns can freely be merged together once already established. (Witches and Swarmlings get extra bonuses on forming a town. Mermaids can include one river tile in their town. One divine favor reduces the power cost to 6.)&lt;br /&gt;
&lt;br /&gt;
In addition to the above, there are free conversion actions you may take before or after the above actions. These are specified near your power bowls of your faction board. You may exchange power for resources, or downgrade other resources (i.e. turn a priest into a worker, or a worker into a coin). Another type of free action is to burn power. To do this, move any number of power discs from bowl II to bowl III, and remove the same amount of power from bowl II from the game. This can be useful if you need to get power immediately.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 6 rounds. At the end, players earn bonus points based on the following:&lt;br /&gt;
* The player with the largest connected civilization earns 18 points. The second largest civilization scores 12, and the third largest scores 6. Civilizations are considered &amp;quot;connected&amp;quot; if they are directly adjacent, or can reach each other using their shipping track (or the range attached to Dwarves&#039; digging or Fakirs&#039; flying). If players are tied for a position, add the value for that position and the next, and split it between all players.&lt;br /&gt;
* For each cult track, the player highest on the track score 8 points, the second highest scores 4, and the third highest scores 2. Ties are broken the same way they are with largest civilization.&lt;br /&gt;
* For every 3 coins left in your supply, gain 1 point. All resources are automatically downgraded to coins for this. (Alchemists instead gain 1 point for every 2 coins.)&lt;br /&gt;
After all this, the player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Faction Abilities ==&lt;br /&gt;
If you are playing for the first time, Witches, Nomads, Mermaids, and Halflings are generally seen as some of the most straightforward factions.&lt;br /&gt;
&lt;br /&gt;
=== Alchemists ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Any time you would be able to do a free conversion, you may trade 1 point for 1 coin, or 2 coins for 1 point. (This last part is done automatically during final scoring.)&lt;br /&gt;
* When you build your stronghold, gain 12 power. Additionally, each time you terraform (from any action or effect), you gain 2 power.&lt;br /&gt;
&lt;br /&gt;
=== Auren ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* When you build your stronghold, gain a divine favor. Additionally, you now have access to a new action. This action allows you to advance two spaces on any cult track.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Magicians ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* You start the game with only one dwelling, placed after all other players have place their dwellings.&lt;br /&gt;
* When you build a temple or sanctuary, gain two divine favors instead of one.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to take two turns in a row.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* When another player gains power as a result of your building activity, advance one step on any cult track. If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, gain 7 points.&lt;br /&gt;
&lt;br /&gt;
=== Darklings ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Instead of terraforming as normal, you can use one priest to terraform one step. Gain 2 points each time you do this. Because of the above, you have no terraform rating.&lt;br /&gt;
* When you build your stronghold, you may exchange up to 3 workers for one priest apiece.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* You have no shipping.&lt;br /&gt;
* By paying 2 extra workers, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, the above ability only costs 1 worker.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin less than usually (to a minimum of 1), but generally with worse production rates.&lt;br /&gt;
* By paying 2 workers, you may build a bridge. This otherwise works the same way as the bridge action printed on the board.&lt;br /&gt;
* When you build your stronghold, every time you pass, you score 3 points for each bridge you have in play that has one of your buildings on both sides of it.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* Instead of the terraforming cycle as normal, you pay the cost of two terraforms (i.e. 6 workers at first) to terraform any terrain into wasteland.&lt;br /&gt;
* As a side effect of the above ability, a single terraform action does nothing.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to perform a double-terraform for free.&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* Gain 1 point each time you terraform via any action or effect.&lt;br /&gt;
* When you build your stronghold, you may terraform up to 3 times. This can be split between any number of spaces. If this results in a plain, you may build a dwelling on it by paying the appropriate cost.&lt;br /&gt;
&lt;br /&gt;
=== Mermaids ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* Your shipping track is different, ranging from 1 to 5. This means you start the game with shipping already available.&lt;br /&gt;
* Your towns can include one river space, allowing you to have towns straddling across the river. This can be invoked immediately when it becomes available or any time after the fact. If you do that, your town tile is placed on the river space included.&lt;br /&gt;
* When you build your stronghold, your shipping level increases one step for free. Gain points for this as if you had taken the usual &amp;quot;improve shipping&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== Fakirs ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You do not have shipping.&lt;br /&gt;
* By paying 1 extra priest, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, you may use the above ability to skip two spaces.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Nomads ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You start the game with three dwellings, placing a third dwelling after all players have placed their second.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to immediately transform one space into a desert for free. You may build a dwelling on this immediately by paying the appropriate cost. This action does not work across a bridge or when using shipping.&lt;br /&gt;
&lt;br /&gt;
=== Swarmlings ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin more than usual, but generally have better production rates.&lt;br /&gt;
* Gain 3 workers when you build a town.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to upgrade a dwelling to a trading post for free.&lt;br /&gt;
&lt;br /&gt;
=== Witches ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* Gain 5 points when you build a town.&lt;br /&gt;
* Once you build your stronghold, you have access to a new action. This action allows you to build a dwelling for free, on any forest on the board regardless of adjacency.&lt;/div&gt;</summary>
		<author><name>Octrinity</name></author>
	</entry>
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