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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmetro&amp;diff=23996</id>
		<title>Gamehelpmetro</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmetro&amp;diff=23996"/>
		<updated>2025-02-08T16:11:16Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: Clarified that you cannot acquire extra shares.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
The goal of &#039;&#039;&#039;Metro&#039;&#039;&#039; is to obtain the most victory points by the end of the game. Victory points are obtained by connecting the rail lines from one of your wagons to a destination. The more tiles that the line passes through, the more victory points are scored. The location of the wagons are predetermined, and the game proceeds by players taking turns laying down a tile and connecting rails. The game ends when all the tiles are played.&lt;br /&gt;
&lt;br /&gt;
=== Set-up –Example for a 4 player game ===&lt;br /&gt;
1) Place the game board in the middle of the playing area. The game board shows:&lt;br /&gt;
&lt;br /&gt;
60 square spaces - on which the track tiles are placed&lt;br /&gt;
&lt;br /&gt;
32 numbered Metro stations - on which the metro wagons are placed&lt;br /&gt;
&lt;br /&gt;
1 central station in the middle of the game board&lt;br /&gt;
&lt;br /&gt;
1 scoring track at the edge of the game board&lt;br /&gt;
&lt;br /&gt;
2) All players place their scoring marker on the “0“ space of the scoring track.&lt;br /&gt;
&lt;br /&gt;
3) Shuffle all track tiles and place them face down besides the game board in easy reach&lt;br /&gt;
&lt;br /&gt;
for all players. Each player takes one tile and looks at it without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
4) Each player takes all wagons of their selected color and places them on the game board, according to the charts shown in the instructions. The numbers indicate the spaces where the players have to place their wagons. All wagons must be placed on the dead end of the Metro stations, where they remain until the end of the game. The tracks with the station building do not belong to any players. Any unused wagons are returned to the box, they are not used in this game.&lt;br /&gt;
&lt;br /&gt;
=== Sequence of play ===&lt;br /&gt;
The youngest player is the starting player, and then the other players take their turn clockwise. During their turn a player performs the following action:&lt;br /&gt;
&lt;br /&gt;
==== Action: Place track tiles ====&lt;br /&gt;
The active player (the player performing their turn) places their hand held tile on the game board. If they don’t want to place this tile they may draw a new tile from the face down supply, as long as there are any tiles left. In this case they must place the tile just drawn, keeping their hand tile. After placing their hand tile the player draws a new tile form the face down supply, as long as there are any tiles left. A player who has connected all their lines to destination stations still keeps on placing tiles.&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: &#039;&#039;The track tiles have been designed in such a way that all lines are connecting to some station at the end of the game. It may happen though that loops are constructed which do not connect to any station. Such loops are of no relevance to the game.&#039;&#039;&lt;br /&gt;
==== Rules for placing tiles ====&lt;br /&gt;
• When placing track tiles they may connect to any line.&lt;br /&gt;
&lt;br /&gt;
• A tile must always be placed on a free space. It must be placed adjacent (edge to edge) to at least one tile already lying on the game board or on a space at the edge of the game board.&lt;br /&gt;
&lt;br /&gt;
• All tiles must have the same orientation, i. e. the arrows on the tiles must point at the same direction as the ones on the game board.&lt;br /&gt;
&lt;br /&gt;
• A tile may not be placed in a way that a Metro line is connecting its departure station with a destination station passing only one tile. The only exception to this rule is when there is absolutely no other way to place the tile.&lt;br /&gt;
&lt;br /&gt;
=== Scoring and end of the game ===&lt;br /&gt;
A scoring takes place as soon as a Metro line has connected to a destination station.&lt;br /&gt;
&lt;br /&gt;
The owner of this line immediately gains 1 victory point for each tile their line is passing.&lt;br /&gt;
&lt;br /&gt;
If the same tile is passed more than once by this line, it generates 1 victory point each time it is passed.&lt;br /&gt;
&lt;br /&gt;
If the line is connecting to the power station in the center of the game board the victory points total for this line is doubled.&lt;br /&gt;
&lt;br /&gt;
Each player’s victory points are recorded on the scoring track using the player’s scoring marker.&lt;br /&gt;
&lt;br /&gt;
The wagon is flipped over to the backside (dead end), indicating that this line has been scored.&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as all lines have been scored and all tiles have been laid out.&lt;br /&gt;
&lt;br /&gt;
The player with the most victory points is the winner of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: • The scoring of a Metro line can be done anytime, in case it wasn’t done before by mistake.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;• The tracks of the central station printed on the game board do not count for victory points when a line&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;connects to it. Only those tiles actually placed on the game board by the players count for victory points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Variants and expansion modules ==&lt;br /&gt;
• In order to have a better choice when placing tiles the players may agree upon abandoning the orientation rule. Using this variant it doesn’t matter where the arrow of a tile is pointing at.&lt;br /&gt;
&lt;br /&gt;
• In order to have a better choice when placing tiles the players may agree upon allowing 2 or 3 hand tiles instead of only 1. Using this variant game play will last longer.&lt;br /&gt;
&lt;br /&gt;
=== Expansion module 1: Metro companies ===&lt;br /&gt;
&#039;&#039;When playing with this expansion, the players do not own any Metro companies. Instead of establishing their own companies, players are buying&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;shares of several of the 8 Metro companies. Regardless of the number of players all 8 companies are used always.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set-up and preparations are the same as for the basic game with the following exceptions: 4 wagons of each color (each color is representing a different Metro company) are placed on the spaces of the game board according to the chart in the instructions. The numbers indicate the spaces where the wagons have to be placed. Regardless of the number of players all 8 scoring markers are placed on the “0” space of the scoring track.&lt;br /&gt;
&lt;br /&gt;
All shares are sorted by percentages, resulting in four piles. The piles are shuffled separately and placed face down on the appropriate spaces of the shares board. Each player draws one share from each pile without showing their shares to the other players. Then the top share of each pile is drawn and placed face up next to the particular pile.&lt;br /&gt;
&lt;br /&gt;
==== Sequence of Play ====&lt;br /&gt;
When performing their turn a player now must decide between two possible actions:&lt;br /&gt;
&lt;br /&gt;
===== Place track tiles (see basic game) =====&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
===== Exchange one share =====&lt;br /&gt;
The active player places one of their own shares face down at the bottom of the pile of the same percentage. Then they take either the face up share or the top face down share of this pile. If they take the face up share, they reveal the top face down share from the pile to be used as new face up share.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important:&#039;&#039;&lt;br /&gt;
&#039;&#039;Shares can be exchanged only as long as the first scoring marker of any Metro company has not reached or exceeded the 25 points space yet.&#039;&#039;&lt;br /&gt;
&#039;&#039;You start the game with 4 shares, with values of 10%, 20%, 30% and 40%, and you end the game with the same mix of shares - you can only change the colours that you have, by using the Exchange action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scoring of Metro companies ====&lt;br /&gt;
Scoring is done the same way as in the basic game. Points do now count as profit points for the Metro companies instead of victory points for the players.&lt;br /&gt;
&lt;br /&gt;
==== Scoring and end of the game ====&lt;br /&gt;
After all tiles have been laid out and scoring has been done for all companies a final scoring takes place.&lt;br /&gt;
&lt;br /&gt;
First determine the value of each Metro company:&lt;br /&gt;
&lt;br /&gt;
The company or companies with most profit points…each value 8,&lt;br /&gt;
&lt;br /&gt;
with second most profit points………………………each value 7, etc.&lt;br /&gt;
&lt;br /&gt;
company with least profit points………………………each value 1&lt;br /&gt;
&lt;br /&gt;
Please use a wagon of the appropriate color to indicate the values on the scoring track.&lt;br /&gt;
&lt;br /&gt;
Now the players sum up their victory points (VP):&lt;br /&gt;
&lt;br /&gt;
40%-share = 4x value of respective company; 30%-share = 3x value;&lt;br /&gt;
&lt;br /&gt;
20%-share = 2x value; 10%-share = 1x value&lt;br /&gt;
&lt;br /&gt;
The player whose share(s) of a certain company add up to the highest percentage of this company held by any player gains bonus points. These bonus points are a tenth of the company’s profit points, rounded down. In case of a tie both players gain the full amount of bonus points. All players add up their total, the player with the highest total is the winner of the game.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmetro&amp;diff=23995</id>
		<title>Gamehelpmetro</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmetro&amp;diff=23995"/>
		<updated>2025-02-08T15:58:23Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: Clarified that you cannot acquire extra shares.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
The goal of &#039;&#039;&#039;Metro&#039;&#039;&#039; is to obtain the most victory points by the end of the game. Victory points are obtained by connecting the rail lines from one of your wagons to a destination. The more tiles that the line passes through, the more victory points are scored. The location of the wagons are predetermined, and the game proceeds by players taking turns laying down a tile and connecting rails. The game ends when all the tiles are played.&lt;br /&gt;
&lt;br /&gt;
=== Set-up –Example for a 4 player game ===&lt;br /&gt;
1) Place the game board in the middle of the playing area. The game board shows:&lt;br /&gt;
&lt;br /&gt;
60 square spaces - on which the track tiles are placed&lt;br /&gt;
&lt;br /&gt;
32 numbered Metro stations - on which the metro wagons are placed&lt;br /&gt;
&lt;br /&gt;
1 cental station in the middle of the game board&lt;br /&gt;
&lt;br /&gt;
1 scoring track at the edge of the game board&lt;br /&gt;
&lt;br /&gt;
2) All players place their scoring marker on the “0“ space of the scoring track.&lt;br /&gt;
&lt;br /&gt;
3) Shuffle all track tiles and place them face down besides the game board in easy reach&lt;br /&gt;
&lt;br /&gt;
for all players. Each player takes one tile and looks at it without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
4) Each player takes all wagons of their selected color and places them on the game board, according to the charts shown in the instructions. The numbers indicate the spaces where the players have to place their wagons. All wagons must be placed on the dead end of the Metro stations, where they remain until the end of the game. The tracks with the station building do not belong to any players. Any unused wagons are returned to the box, they are not used in this game.&lt;br /&gt;
&lt;br /&gt;
=== Sequence of play ===&lt;br /&gt;
The youngest player is the starting player, and then the other players take their turn clockwise. During their turn a player performs the following action:&lt;br /&gt;
&lt;br /&gt;
==== Action: Place track tiles ====&lt;br /&gt;
The active player (the player performing their turn) places their hand held tile on the game board. If they don’t want to place this tile they may draw a new tile from the face down supply, as long as there are any tiles left. In this case they must place the tile just drawn, keeping their hand tile. After placing their hand tile the player draws a new tile form the face down supply, as long as there are any tiles left. A player who has connected all their lines to destination stations still keeps on placing tiles.&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: &#039;&#039;The track tiles have been designed in such a way that all lines are connecting to some station at the end of the game. It may happen though that loops are constructed which do not connect to any station. Such loops are of no relevance to the game.&#039;&#039;&lt;br /&gt;
==== Rules for placing tiles ====&lt;br /&gt;
• When placing track tiles they may connect to any line.&lt;br /&gt;
&lt;br /&gt;
• A tile must always be placed on a free space. It must be placed adjacent (edge to edge) to at least one tile already lying on the game board or on a space at the edge of the game board.&lt;br /&gt;
&lt;br /&gt;
• All tiles must have the same orientation, i. e. the arrows on the tiles must point at the same direction as the ones on the game board.&lt;br /&gt;
&lt;br /&gt;
• A tile may not be placed in a way that a Metro line is connecting its departure station with a destination station passing only one tile. The only exception to this rule is when there is absolutely no other way to place the tile.&lt;br /&gt;
&lt;br /&gt;
=== Scoring and end of the game ===&lt;br /&gt;
A scoring takes place as soon as a Metro line has connected to a destination station.&lt;br /&gt;
&lt;br /&gt;
The owner of this line immediately gains 1 victory point for each tile their line is passing.&lt;br /&gt;
&lt;br /&gt;
If the same tile is passed more than once by this line, it generates 1 victory point each time it is passed.&lt;br /&gt;
&lt;br /&gt;
If the line is connecting to the power station in the center of the game board the victory points total for this line is doubled.&lt;br /&gt;
&lt;br /&gt;
Each player’s victory points are recorded on the scoring track using the player’s scoring marker.&lt;br /&gt;
&lt;br /&gt;
The wagon is flipped over to the backside (dead end), indicating that this line has been scored.&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as all lines have been scored and all tiles have been laid out.&lt;br /&gt;
&lt;br /&gt;
The player with the most victory points is the winner of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: • The scoring of a Metro line can be done anytime, in case it wasn’t done before by mistake.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;• The tracks of the central station printed on the game board do not count for victory points when a line&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;connects to it. Only those tiles actually placed on the game board by the players count for victory points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Variants and expansion modules ==&lt;br /&gt;
• In order to have a better choice when placing tiles the players may agree upon abandoning the orientation rule. Using this variant it doesn’t matter where the arrow of a tile is pointing at.&lt;br /&gt;
&lt;br /&gt;
• In order to have a better choice when placing tiles the players may agree upon allowing 2 or 3 hand tiles instead of only 1. Using this variant game play will last longer.&lt;br /&gt;
&lt;br /&gt;
=== Expansion module 1: Metro companies ===&lt;br /&gt;
&#039;&#039;When playing with this expansion, the players do not own any Metro companies. Instead of establishing their own companies, players are buying&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;shares of several of the 8 Metro companies. Regardless of the number of players all 8 companies are used always.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set-up and preparations are the same as for the basic game with the following exceptions: 4 wagons of each color (each color is representing a different Metro company) are placed on the spaces of the game board according to the chart in the instructions. The numbers indicate the spaces where the wagons have to be placed. Regardless of the number of players all 8 scoring markers are placed on the “0” space of the scoring track.&lt;br /&gt;
&lt;br /&gt;
All shares are sorted by percentages, resulting in four piles. The piles are shuffled separately and placed face down on the appropriate spaces of the shares board. Each player draws one share from each pile without showing their shares to the other players. Then the top share of each pile is drawn and placed face up next to the particular pile.&lt;br /&gt;
&lt;br /&gt;
==== Sequence of Play ====&lt;br /&gt;
When performing their turn a player now must decide between two possible actions:&lt;br /&gt;
&lt;br /&gt;
===== Place track tiles (see basic game) =====&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
===== Exchange one share =====&lt;br /&gt;
The active player places one of their own shares face down at the bottom of the pile of the same percentage. Then they take either the face up share or the top face down share of this pile. If they take the face up share, they reveal the top face down share from the pile to be used as new face up share.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important:&lt;br /&gt;
Shares can be exchanged only as long as the first scoring marker of any Metro company has not reached or exceeded the 25 points space yet.&lt;br /&gt;
You start the game with 4 shares, with values of 10%, 20%, 30% and 40%, and you end the game with the same mix of shares - you can only change the colours that you have, by using the Exchange action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Scoring of Metro companies ====&lt;br /&gt;
Scoring is done the same way as in the basic game. Points do now count as profit points for the Metro companies instead of victory points for the players.&lt;br /&gt;
&lt;br /&gt;
==== Scoring and end of the game ====&lt;br /&gt;
After all tiles have been laid out and scoring has been done for all companies a final scoring takes place.&lt;br /&gt;
&lt;br /&gt;
First determine the value of each Metro company:&lt;br /&gt;
&lt;br /&gt;
The company or companies with most profit points…each value 8,&lt;br /&gt;
&lt;br /&gt;
with second most profit points………………………each value 7, etc.&lt;br /&gt;
&lt;br /&gt;
company with least profit points………………………each value 1&lt;br /&gt;
&lt;br /&gt;
Please use a wagon of the appropriate color to indicate the values on the scoring track.&lt;br /&gt;
&lt;br /&gt;
Now the players sum up their victory points (VP):&lt;br /&gt;
&lt;br /&gt;
40%-share = 4x value of respective company; 30%-share = 3x value;&lt;br /&gt;
&lt;br /&gt;
20%-share = 2x value; 10%-share = 1x value&lt;br /&gt;
&lt;br /&gt;
The player whose share(s) of a certain company add up to the highest percentage of this company held by any player gains bonus points. These bonus points are a tenth of the company’s profit points, rounded down. In case of a tie both players gain the full amount of bonus points. All players add up their total, the player with the highest total is the winner of the game.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewton&amp;diff=20811</id>
		<title>Gamehelpnewton</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewton&amp;diff=20811"/>
		<updated>2024-04-19T12:41:14Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: Removed potential ambiguity re bonus tokens.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Many many thanks to dallasstars945 from the BoardGameGeek community for this [https://boardgamegeek.com/filepage/168144/newton-quick-rules-guide rules recap]!]&lt;br /&gt;
=== &#039;&#039;&#039;Game Flow&#039;&#039;&#039; ===&lt;br /&gt;
• Newton is played over &#039;&#039;&#039;6 rounds&#039;&#039;&#039;, with each round having 2 phases – &#039;&#039;&#039;Action Phase&#039;&#039;&#039; and &#039;&#039;&#039;End Round Phase&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• During the &#039;&#039;&#039;Action phase&#039;&#039;&#039;, in clockwise order, players must play 1 card to their Study board and carry out Actions.&lt;br /&gt;
&lt;br /&gt;
• During the &#039;&#039;&#039;End Round&#039;&#039;&#039; phase, players must move 1 of the 5 cards they played during the Action phase below their board which will strengthen their power during the next Action phase and act as a timer for the 6 game rounds.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Victory Points (VP)&#039;&#039;&#039; are earned as bonuses, income each round, and by completing Objectives by the end of the game.&lt;br /&gt;
&lt;br /&gt;
• After 6 rounds, the player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;General Rule&#039;&#039;&#039; – Bonus tokens are activated and taken when stopped on or crossed over, but to gain the benefits of City, University, Ancient Land, Objective and Master spaces, you must stop on them. (See 6 Basic Actions below)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;General Rule&#039;&#039;&#039; – 1 Potion may be spent to represent 1 book of any color when needed. However, unlike books on cards, these books are one use only. Furthermore, books that you purchase using potions can be used only in the turn that you purchase them - you can&#039;t use potions to purchase books to increase your score from Objective tiles at the end of the game.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Easily Missed But Important Rule&#039;&#039;&#039; – Your books count resets to zero at the beginning of each round. During a round, you &#039;possess&#039; only the books shown on the action cards you have played to your Study board so far this round, plus the one or two conferred by the Liebniz and Fahrenheit Master cards. However, these books are never &#039;spent&#039; (unlike potions), so you can use a blue book, say, to pay for a bookshelf tile in one turn of a round (or in two or more different turns), and then to move to an Objective tile in another turn, and also to take a coin from the bonus action of a relevant action card. &lt;br /&gt;
&lt;br /&gt;
Pages 12-16 in the rulebook list detailed descriptions of all symbols, tiles, tokens and cards for you to reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Action Phase&#039;&#039;&#039; ===&lt;br /&gt;
• Starting with the Start player (going clockwise), on their turn, &#039;&#039;&#039;a player will play 1 card from&#039;&#039;&#039; their hand to the left-most open space on their Desk (on Study board), &#039;&#039;&#039;perform actions&#039;&#039;&#039;, and then the next player takes their turn. After all players have played 5 cards, the phase will end and move to the End Round phase (see below.)&lt;br /&gt;
&lt;br /&gt;
• Each card has a &#039;&#039;&#039;Basic Action Symbol&#039;&#039;&#039; on the bottom and (possibly) a &#039;&#039;&#039;Special Effect&#039;&#039;&#039; on the top.&lt;br /&gt;
&lt;br /&gt;
• On their turn, in any order they wish, a player may perform the Basic Action, the Special Effect, and any number of Quick Actions (see Quick Actions below.)&lt;br /&gt;
&lt;br /&gt;
• Performing actions are optional, but you must still play a card on your turn (if you have one). If you don’t, I’m sorry :-(&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Basic Action&#039;&#039;&#039; – the bottom of the card shows 1 of the 6 Action symbols. Including the card you just played, the number of visible symbols of this particular action (on your board) is the “value” of that action you can perform this turn. You can always choose to execute a Basic Action at a lower value if you wish. See under “6 Basic Actions” for more details.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Special Effects&#039;&#039;&#039; – See page 14 of the rulebook for the symbology and execution of the Special Effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Basic Actions&#039;&#039;&#039; ===&lt;br /&gt;
1. Work &#039;&#039;(Ruler and Pencil)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Technology &#039;&#039;(Cog)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Travel &#039;&#039;(Compass)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Lessons &#039;&#039;(Graduation Cap)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Study &#039;&#039;(Book)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Joker &#039;&#039;(Jester Cap)&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;1. Work (Ruler and Pencil)&#039;&#039;&#039; ====&lt;br /&gt;
• Move your &#039;&#039;&#039;Marker forward on the Work track&#039;&#039;&#039; (track board) up to the number of the “Action Value,” earning a number of coins equal to only the spaces you move (even if the “Action Value” is higher.)&lt;br /&gt;
&lt;br /&gt;
• In order to activate the &#039;&#039;&#039;2 Special Spaces&#039;&#039;&#039; or play a &#039;&#039;&#039;Master Card&#039;&#039;&#039; via the Master Space, you &#039;&#039;&#039;must stop&#039;&#039;&#039; on the space.&lt;br /&gt;
&lt;br /&gt;
• In order to move your marker onto the &#039;&#039;&#039;Objective tile&#039;&#039;&#039; at the end, you must have &#039;&#039;&#039;3 Green and 1 Blue&#039;&#039;&#039; Volume showing on your board and/or abilities on Master cards. You will earn points at the end for this tile.&lt;br /&gt;
&lt;br /&gt;
• You may spend &#039;&#039;&#039;Potion tokens&#039;&#039;&#039; to represent 1 missing Volume that you need. Can do this &#039;&#039;&#039;multiple times&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• Even if your marker is on the last space of the &#039;&#039;&#039;Work track&#039;&#039;&#039;, you can still take this action just to earn full coins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2. Technology (Cog) ====&lt;br /&gt;
• Move &#039;&#039;&#039;1 of your Students forward on the Technology track&#039;&#039;&#039; (track board) up to the number of the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
• The tracks will split causing you to &#039;&#039;&#039;choose 1 pathway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• If you &#039;&#039;&#039;don’t have any Students&#039;&#039;&#039; to move legally, you can’t take this action.&lt;br /&gt;
&lt;br /&gt;
• When your Student stops or passes by a &#039;&#039;&#039;Bonus token&#039;&#039;&#039; (circle), activate it, and take it!&lt;br /&gt;
&lt;br /&gt;
• Just like the Work track, your Student must &#039;&#039;&#039;stop on Special/Master&#039;&#039;&#039; &#039;&#039;&#039;spaces&#039;&#039;&#039; to use them.&lt;br /&gt;
&lt;br /&gt;
• There is &#039;&#039;&#039;no limit&#039;&#039;&#039; to the number of Students that can be on the &#039;&#039;&#039;same space&#039;&#039;&#039;, however, there can &#039;&#039;&#039;never be 2 of the same color worker&#039;&#039;&#039; on the same final end space together.&lt;br /&gt;
&lt;br /&gt;
• The final space of each pathway has a &#039;&#039;&#039;highlighted bar&#039;&#039;&#039; next to it for an easy visual.&lt;br /&gt;
&lt;br /&gt;
• Like the Work track above, the &#039;&#039;&#039;4 Objective tiles&#039;&#039;&#039; require the shown Volumes/Potions to move onto the space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3. Travel (Compass) ====&lt;br /&gt;
• Move your &#039;&#039;&#039;Scientist a number of spaces on the Map board&#039;&#039;&#039; up to the number of the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
• If the route your Scientist takes has a &#039;&#039;&#039;coin cost&#039;&#039;&#039;, pay it to the supply now.&lt;br /&gt;
&lt;br /&gt;
• When your Scientist stops on or crosses over a &#039;&#039;&#039;Bonus token&#039;&#039;&#039; (circle), activate it, and take it.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Must stop on City, University, Ancient Land, Objective and Master spaces to use&#039;&#039;&#039;. Mark the space with a cube from your player board (top-bottom, left -right). Earn the VP shown next to the 9th-12th cubes when placed.&lt;br /&gt;
&lt;br /&gt;
• There can’t be more than &#039;&#039;&#039;1 travel cube&#039;&#039;&#039; of the same color on the same space.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;No limit&#039;&#039;&#039; to the number of Scientists that can be on the &#039;&#039;&#039;same space&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• In order to move your marker onto the &#039;&#039;&#039;Objective tile&#039;&#039;&#039;, you must have &#039;&#039;&#039;3 Yellow and 1 Green Volume&#039;&#039;&#039; (and/or potions) showing on your board and/or abilities on Master cards. You will earn points at the end for this tile.&lt;br /&gt;
&lt;br /&gt;
• Once you are &#039;&#039;&#039;out of cubes&#039;&#039;&#039;, you can still take this action, but no more cubes can be placed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4. Lessons (Graduation Cap) ====&lt;br /&gt;
• Take only &#039;&#039;&#039;1 of the face-up Action cards&#039;&#039;&#039; from a row of equal or lesser value compared to your current Action Value and put it in your hand.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don’t replace the card just yet&#039;&#039;&#039;. This will be done during the End Round phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5. Study (Book) ====&lt;br /&gt;
• Take &#039;&#039;&#039;1 of your Bookshelf tiles&#039;&#039;&#039; (from topmost stack) and place it on your &#039;&#039;&#039;Study board&#039;&#039;&#039; &#039;&#039;(each player has their own)&#039;&#039; over a shelf space on a level that is equal to or less than the number of the “Action Value.” See the left-most part of the Study board to see the levels of the shelves.&lt;br /&gt;
&lt;br /&gt;
• I know that is a tad confusing, but understand that &#039;&#039;&#039;each space of the bookshelf is on LEVEL 1, 2, or 3&#039;&#039;&#039;, and the level is what you compare your “Action Value” to. You also have to have met the requirements of the space!&lt;br /&gt;
&lt;br /&gt;
• If placing the Bookshelf tile &#039;&#039;&#039;uncovers a bonus&#039;&#039;&#039;, take it now.&lt;br /&gt;
&lt;br /&gt;
• The spaces all have a requirement you must meet in order to place there:&lt;br /&gt;
&lt;br /&gt;
–  &#039;&#039;&#039;University/Ancient Land&#039;&#039;&#039; icons mean you just have to have visited the specific space on the map.&lt;br /&gt;
&lt;br /&gt;
–  The &#039;&#039;&#039;Volume (book or tome)&#039;&#039;&#039; requirement means you have to possess the number of colored books shown. See under &#039;Game Flow&#039; above for an important note about this!&lt;br /&gt;
&lt;br /&gt;
–  You can always spend &#039;&#039;&#039;1 potion token in place of 1 needed Volume&#039;&#039;&#039; (book) as many times as needed.&lt;br /&gt;
&lt;br /&gt;
–  You can always spend &#039;&#039;&#039;3 Potion tokens in place of 1 needed University or Ancient Land&#039;&#039;&#039; requirement.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;Window pane&#039;&#039;&#039; spaces are just there to divide the rows/columns.&lt;br /&gt;
&lt;br /&gt;
• At the end of each segment there is an &#039;&#039;&#039;arrow with a VP value&#039;&#039;&#039;. If this row/column is &#039;&#039;&#039;completely covered&#039;&#039;&#039; during End Round phase, you earn the shown reward on the other side of the arrow.&lt;br /&gt;
&lt;br /&gt;
• The bottom-left corner of the shelves is already filled in for you with Books.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;5 spaces showing “!”&#039;&#039;&#039; are where you hold &#039;&#039;&#039;up to 5 Income tiles&#039;&#039;&#039; to earn you more rewards during Income.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Can’t place more than 1 tile per turn&#039;&#039;&#039;, and if you don’t have any Bookshelf tiles left, you can’t take this action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 6. Joker (Jester Cap) ====&lt;br /&gt;
• When played, &#039;&#039;&#039;the Joker can represent any other Basic Action&#039;&#039;&#039;, and calculated like normal using the symbols on your board of that chosen type this turn (including the Joker you are playing.)&lt;br /&gt;
&lt;br /&gt;
• However, once on your board (or tucked under), a Joker can’t be included when calculating a Basic Action value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Quick Actions&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(Perform any number of these on your turn in any order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Flip 2 Cards&#039;&#039;&#039; – Repeatable, spend 1 coin to flip over 2 more cards from any of the 3 Action card rows.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;+1 to Basic Action&#039;&#039;&#039; – 1x per turn, spend 2 coins to boost your “Action Value” of an Action Card by +1. You can’t boost the “Action Value” from an action granted by a tile or Master card.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Buy a Potion&#039;&#039;&#039; – Repeatable, spend 3 coins to take 1 Potion from the supply.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Enroll a new Student&#039;&#039;&#039; – repeatable, spend 5 coins to move 1 of your Students from your supply (not the Track board) to the Start Space of Technology track.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;End Round Phase&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(When Action Phase is over, all players do this simultaneously)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Choose 1 card from the 5 played this Action Phase&#039;&#039;&#039; and tuck it under your Study board in the left most slot so that only the bottom symbol is showing. The card can no longer be used for its special effect, but still can be used for the symbol.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Take back the other 4 cards&#039;&#039;&#039; you played this round into your hand. They can be played again next Action Phase.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Receive income&#039;&#039;&#039; as shown on your &#039;&#039;&#039;Bookshelf&#039;&#039;&#039;.&lt;br /&gt;
* –  Income Tiles you placed with “!” earn you what they show. You can have max 5 of these showing at a time.&lt;br /&gt;
* –  Rows/Columns that are completely filled with Bookshelf tokens earn what the arrow is pointing to.&lt;br /&gt;
4. All face-up cards in the &#039;&#039;&#039;Action card rows&#039;&#039;&#039; are placed under their deck, and 3 new ones are flipped over.&lt;br /&gt;
* –  If fewer than 3 cards are left to flip over, flip those that are left.&lt;br /&gt;
5. Pass the &#039;&#039;&#039;1st player marker&#039;&#039;&#039; clockwise.&lt;br /&gt;
&lt;br /&gt;
6. If this was the end of round 6, go to &#039;&#039;&#039;End Game&#039;&#039;&#039; now, if not, go back to the &#039;&#039;&#039;Action Phase&#039;&#039;&#039; for the next round and continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Game End&#039;&#039;&#039; ===&lt;br /&gt;
• &#039;&#039;&#039;After the end of the 6th round&#039;&#039;&#039;, the game will end. (Use the cards placed under your board as a timer.)&lt;br /&gt;
&lt;br /&gt;
• Each player earns &#039;&#039;&#039;additional VP for Objectives spaces&#039;&#039;&#039; they reached &#039;&#039;&#039;and Master cards&#039;&#039;&#039; they played.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Most VP&#039;&#039;&#039; is the winner.&lt;br /&gt;
&lt;br /&gt;
• No tie breaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tokens, Tiles and Cards&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(see page 12-16 in rulebook for more details)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Please note: some content still needs to be implemented in BGA. Thank you for your patience! - Cranio Creations]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Bonus Tokens&#039;&#039;&#039; - Immediate bonus to the 1st player who stops/crosses them, keeping tile. (Circle tiles-Map/Tech boards)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Specialization Tiles&#039;&#039;&#039; – Must stop on these, gain a bonus of an Income/Development tile to place on Study board.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Development Tiles&#039;&#039;&#039; – Place on 1 of your “free drawers” in 2nd row. If all 5 full, you can replace one you added earlier.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Income/Medicine Tiles&#039;&#039;&#039; – Gives you income during End Round phase. Medicine income tile gives 1 or 3 VP depending on the number of cities showing the Medicine symbol you visited. Place on “!” space on bookshelf, can replace earlier tiles.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Invention Tiles&#039;&#039;&#039; – When stopping on these tiles, take the bonus immediately. Basic Actions of Invention tiles trigger up to the number shown as the “Action Value” and can’t be boosted by spending 2 coins.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;City Tiles&#039;&#039;&#039; – When you place a travel cube on this tile, take the bonus.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Objective Tiles&#039;&#039;&#039; – Earns VP at end of game if your marker is on it. Must meet the 4-Volume requirement to reach the tile.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Master Cards&#039;&#039;&#039; – Play using the Master space of the Work, Technology, and Map tracks and using the 9th bookshelf tile. If grants a Basic Action, must use up to the “Action Value” shown and can’t be boosted by spending 2 coins. VP at bottom.&lt;br /&gt;
&lt;br /&gt;
–  Robert Boyle (0) – Perform a “Study” action with 4-value. Value can be split into multiple bookshelf tiles placed.&lt;br /&gt;
&lt;br /&gt;
–  Tycho Brahe (5) – 2 permanent Blue Volumes.&lt;br /&gt;
&lt;br /&gt;
–  Thomas Browne (1) – Perform a “Lesson” action with 4-value. Value can be split allowing multiple cards taken.&lt;br /&gt;
&lt;br /&gt;
–  Giordano Bruno (4) – Earn 6 coins.&lt;br /&gt;
&lt;br /&gt;
–  Rene Descartes (1) – Perform a “Lesson” action with 1-value. Then take the Basic Action of the card you chose as if you played it. Count the symbol on the card when calculating the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
–  Margaret Cavendish (6) – Permanently remove your topmost 2 bookshelf tiles.&lt;br /&gt;
&lt;br /&gt;
–  Nicolaus Copernicus (2) – Perform a “Study” action with 3-value. Ignore the requirement of the space you cover.&lt;br /&gt;
&lt;br /&gt;
–  Nicola Cusano (4) – Earn 3 Potions&lt;br /&gt;
&lt;br /&gt;
–  Daniel Fahrenheit (6) – 1 Volume of any color (you choose the color each time you need it.)&lt;br /&gt;
&lt;br /&gt;
–  Galileo Galilei (3) – Perform the “Travel” action with 3-value. May place 1 cube on each space you pass.&lt;br /&gt;
&lt;br /&gt;
–  William Gilbert (7) – Place 1 of your Students at the bottom of the Technology Track from your reserve.&lt;br /&gt;
&lt;br /&gt;
–  Edmond Hallery (2) – Perform a “Technology” action with 4-value. You can split movement between Students.&lt;br /&gt;
&lt;br /&gt;
–  Christaan Huygens (2) – Perform a “Work” action with 3-value. If you reach the end of the track, ignore the Objective tile requirements.&lt;br /&gt;
&lt;br /&gt;
–  Johannes Kepler (4) – Perform a “Work” action with 6-value. Do not receive coins.&lt;br /&gt;
&lt;br /&gt;
–  Gottfried Leibniz (5) – Permanent 2 Orange Volumes&lt;br /&gt;
&lt;br /&gt;
–  Isaac Newton (5) – Permanent 2 Green Volumes&lt;br /&gt;
&lt;br /&gt;
–  Paracelsus (3) – Perform an action of your choice with 3-value.&lt;br /&gt;
&lt;br /&gt;
–  Blaise Pascal (4) – Perform a “Travel” action with 5-value. You don’t have to pay travel costs.&lt;br /&gt;
&lt;br /&gt;
–  Evangelista Torricelli (2) – Perform a “Technology” action with 3-value. If you reach an Objective tile, ignore the requirements.&lt;br /&gt;
&lt;br /&gt;
–  Maria Winkelmann (2) – Place 1 travel cube on a space of your choice, except the Master space or Objective tile.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewton&amp;diff=20810</id>
		<title>Gamehelpnewton</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnewton&amp;diff=20810"/>
		<updated>2024-04-19T12:20:53Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: Added clarification regarding the &amp;#039;shelf life&amp;#039; of books.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Many many thanks to dallasstars945 from the BoardGameGeek community for this [https://boardgamegeek.com/filepage/168144/newton-quick-rules-guide rules recap]!]&lt;br /&gt;
=== &#039;&#039;&#039;Game Flow&#039;&#039;&#039; ===&lt;br /&gt;
• Newton is played over &#039;&#039;&#039;6 rounds&#039;&#039;&#039;, with each round having 2 phases – &#039;&#039;&#039;Action Phase&#039;&#039;&#039; and &#039;&#039;&#039;End Round Phase&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• During the &#039;&#039;&#039;Action phase&#039;&#039;&#039;, in clockwise order, players must play 1 card to their Study board and carry out Actions.&lt;br /&gt;
&lt;br /&gt;
• During the &#039;&#039;&#039;End Round&#039;&#039;&#039; phase, players must move 1 of the 5 cards they played during the Action phase below their board which will strengthen their power during the next Action phase and act as a timer for the 6 game rounds.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Victory Points (VP)&#039;&#039;&#039; are earned as bonuses, income each round, and by completing Objectives by the end of the game.&lt;br /&gt;
&lt;br /&gt;
• After 6 rounds, the player with the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;General Rule&#039;&#039;&#039; – Bonus tokens are activated and taken when stopped on or crossed over, but you must stop on City, University, Ancient Land, Objective and Master spaces in order to use them. (See 6 Basic Actions below)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;General Rule&#039;&#039;&#039; – 1 Potion may be spent to represent 1 book of any color when needed. However, unlike books on cards, these books are one use only. Furthermore, books that you purchase using potions can be used only in the turn that you purchase them - you can&#039;t use potions to purchase books to increase your score from Objective tiles at the end of the game.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Easily Missed But Important Rule&#039;&#039;&#039; – Your books count resets to zero at the beginning of each round. During a round, you &#039;possess&#039; only the books shown on the action cards you have played to your Study board so far this round, plus the one or two conferred by the Liebniz and Fahrenheit Master cards. However, these books are never &#039;spent&#039; (unlike potions), so you can use a blue book, say, to pay for a bookshelf tile in one turn of a round (or in two or more different turns), and then to move to an Objective tile in another turn, and also to take a coin from the bonus action of a relevant action card. &lt;br /&gt;
&lt;br /&gt;
Pages 12-16 in the rulebook list detailed descriptions of all symbols, tiles, tokens and cards for you to reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Action Phase&#039;&#039;&#039; ===&lt;br /&gt;
• Starting with the Start player (going clockwise), on their turn, &#039;&#039;&#039;a player will play 1 card from&#039;&#039;&#039; their hand to the left-most open space on their Desk (on Study board), &#039;&#039;&#039;perform actions&#039;&#039;&#039;, and then the next player takes their turn. After all players have played 5 cards, the phase will end and move to the End Round phase (see below.)&lt;br /&gt;
&lt;br /&gt;
• Each card has a &#039;&#039;&#039;Basic Action Symbol&#039;&#039;&#039; on the bottom and (possibly) a &#039;&#039;&#039;Special Effect&#039;&#039;&#039; on the top.&lt;br /&gt;
&lt;br /&gt;
• On their turn, in any order they wish, a player may perform the Basic Action, the Special Effect, and any number of Quick Actions (see Quick Actions below.)&lt;br /&gt;
&lt;br /&gt;
• Performing actions are optional, but you must still play a card on your turn (if you have one). If you don’t, I’m sorry :-(&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Basic Action&#039;&#039;&#039; – the bottom of the card shows 1 of the 6 Action symbols. Including the card you just played, the number of visible symbols of this particular action (on your board) is the “value” of that action you can perform this turn. You can always choose to execute a Basic Action at a lower value if you wish. See under “6 Basic Actions” for more details.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Special Effects&#039;&#039;&#039; – See page 14 of the rulebook for the symbology and execution of the Special Effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Basic Actions&#039;&#039;&#039; ===&lt;br /&gt;
1. Work &#039;&#039;(Ruler and Pencil)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Technology &#039;&#039;(Cog)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Travel &#039;&#039;(Compass)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Lessons &#039;&#039;(Graduation Cap)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Study &#039;&#039;(Book)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Joker &#039;&#039;(Jester Cap)&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;1. Work (Ruler and Pencil)&#039;&#039;&#039; ====&lt;br /&gt;
• Move your &#039;&#039;&#039;Marker forward on the Work track&#039;&#039;&#039; (track board) up to the number of the “Action Value,” earning a number of coins equal to only the spaces you move (even if the “Action Value” is higher.)&lt;br /&gt;
&lt;br /&gt;
• In order to activate the &#039;&#039;&#039;2 Special Spaces&#039;&#039;&#039; or play a &#039;&#039;&#039;Master Card&#039;&#039;&#039; via the Master Space, you &#039;&#039;&#039;must stop&#039;&#039;&#039; on the space.&lt;br /&gt;
&lt;br /&gt;
• In order to move your marker onto the &#039;&#039;&#039;Objective tile&#039;&#039;&#039; at the end, you must have &#039;&#039;&#039;3 Green and 1 Blue&#039;&#039;&#039; Volume showing on your board and/or abilities on Master cards. You will earn points at the end for this tile.&lt;br /&gt;
&lt;br /&gt;
• You may spend &#039;&#039;&#039;Potion tokens&#039;&#039;&#039; to represent 1 missing Volume that you need. Can do this &#039;&#039;&#039;multiple times&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• Even if your marker is on the last space of the &#039;&#039;&#039;Work track&#039;&#039;&#039;, you can still take this action just to earn full coins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2. Technology (Cog) ====&lt;br /&gt;
• Move &#039;&#039;&#039;1 of your Students forward on the Technology track&#039;&#039;&#039; (track board) up to the number of the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
• The tracks will split causing you to &#039;&#039;&#039;choose 1 pathway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• If you &#039;&#039;&#039;don’t have any Students&#039;&#039;&#039; to move legally, you can’t take this action.&lt;br /&gt;
&lt;br /&gt;
• When your Student stops or passes by a &#039;&#039;&#039;Bonus token&#039;&#039;&#039; (circle), activate it, and take it!&lt;br /&gt;
&lt;br /&gt;
• Just like the Work track, your Student must &#039;&#039;&#039;stop on Special/Master&#039;&#039;&#039; &#039;&#039;&#039;spaces&#039;&#039;&#039; to use them.&lt;br /&gt;
&lt;br /&gt;
• There is &#039;&#039;&#039;no limit&#039;&#039;&#039; to the number of Students that can be on the &#039;&#039;&#039;same space&#039;&#039;&#039;, however, there can &#039;&#039;&#039;never be 2 of the same color worker&#039;&#039;&#039; on the same final end space together.&lt;br /&gt;
&lt;br /&gt;
• The final space of each pathway has a &#039;&#039;&#039;highlighted bar&#039;&#039;&#039; next to it for an easy visual.&lt;br /&gt;
&lt;br /&gt;
• Like the Work track above, the &#039;&#039;&#039;4 Objective tiles&#039;&#039;&#039; require the shown Volumes/Potions to move onto the space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3. Travel (Compass) ====&lt;br /&gt;
• Move your &#039;&#039;&#039;Scientist a number of spaces on the Map board&#039;&#039;&#039; up to the number of the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
• If the route your Scientist takes has a &#039;&#039;&#039;coin cost&#039;&#039;&#039;, pay it to the supply now.&lt;br /&gt;
&lt;br /&gt;
• When your Scientist stops on or crosses over a &#039;&#039;&#039;Bonus token&#039;&#039;&#039; (circle), activate it, and take it.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Must stop on City, University, Ancient Land, Objective and Master spaces to use&#039;&#039;&#039;. Mark the space with a cube from your player board (top-bottom, left -right). Earn the VP shown next to the 9th-12th cubes when placed.&lt;br /&gt;
&lt;br /&gt;
• There can’t be more than &#039;&#039;&#039;1 travel cube&#039;&#039;&#039; of the same color on the same space.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;No limit&#039;&#039;&#039; to the number of Scientists that can be on the &#039;&#039;&#039;same space&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• In order to move your marker onto the &#039;&#039;&#039;Objective tile&#039;&#039;&#039;, you must have &#039;&#039;&#039;3 Yellow and 1 Green Volume&#039;&#039;&#039; (and/or potions) showing on your board and/or abilities on Master cards. You will earn points at the end for this tile.&lt;br /&gt;
&lt;br /&gt;
• Once you are &#039;&#039;&#039;out of cubes&#039;&#039;&#039;, you can still take this action, but no more cubes can be placed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4. Lessons (Graduation Cap) ====&lt;br /&gt;
• Take only &#039;&#039;&#039;1 of the face-up Action cards&#039;&#039;&#039; from a row of equal or lesser value compared to your current Action Value and put it in your hand.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Don’t replace the card just yet&#039;&#039;&#039;. This will be done during the End Round phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5. Study (Book) ====&lt;br /&gt;
• Take &#039;&#039;&#039;1 of your Bookshelf tiles&#039;&#039;&#039; (from topmost stack) and place it on your &#039;&#039;&#039;Study board&#039;&#039;&#039; &#039;&#039;(each player has their own)&#039;&#039; over a shelf space on a level that is equal to or less than the number of the “Action Value.” See the left-most part of the Study board to see the levels of the shelves.&lt;br /&gt;
&lt;br /&gt;
• I know that is a tad confusing, but understand that &#039;&#039;&#039;each space of the bookshelf is on LEVEL 1, 2, or 3&#039;&#039;&#039;, and the level is what you compare your “Action Value” to. You also have to have met the requirements of the space!&lt;br /&gt;
&lt;br /&gt;
• If placing the Bookshelf tile &#039;&#039;&#039;uncovers a bonus&#039;&#039;&#039;, take it now.&lt;br /&gt;
&lt;br /&gt;
• The spaces all have a requirement you must meet in order to place there:&lt;br /&gt;
&lt;br /&gt;
–  &#039;&#039;&#039;University/Ancient Land&#039;&#039;&#039; icons mean you just have to have visited the specific space on the map.&lt;br /&gt;
&lt;br /&gt;
–  The &#039;&#039;&#039;Volume (book or tome)&#039;&#039;&#039; requirement means you have to possess the number of colored books shown. See under &#039;Game Flow&#039; above for an important note about this!&lt;br /&gt;
&lt;br /&gt;
–  You can always spend &#039;&#039;&#039;1 potion token in place of 1 needed Volume&#039;&#039;&#039; (book) as many times as needed.&lt;br /&gt;
&lt;br /&gt;
–  You can always spend &#039;&#039;&#039;3 Potion tokens in place of 1 needed University or Ancient Land&#039;&#039;&#039; requirement.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;Window pane&#039;&#039;&#039; spaces are just there to divide the rows/columns.&lt;br /&gt;
&lt;br /&gt;
• At the end of each segment there is an &#039;&#039;&#039;arrow with a VP value&#039;&#039;&#039;. If this row/column is &#039;&#039;&#039;completely covered&#039;&#039;&#039; during End Round phase, you earn the shown reward on the other side of the arrow.&lt;br /&gt;
&lt;br /&gt;
• The bottom-left corner of the shelves is already filled in for you with Books.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;5 spaces showing “!”&#039;&#039;&#039; are where you hold &#039;&#039;&#039;up to 5 Income tiles&#039;&#039;&#039; to earn you more rewards during Income.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Can’t place more than 1 tile per turn&#039;&#039;&#039;, and if you don’t have any Bookshelf tiles left, you can’t take this action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 6. Joker (Jester Cap) ====&lt;br /&gt;
• When played, &#039;&#039;&#039;the Joker can represent any other Basic Action&#039;&#039;&#039;, and calculated like normal using the symbols on your board of that chosen type this turn (including the Joker you are playing.)&lt;br /&gt;
&lt;br /&gt;
• However, once on your board (or tucked under), a Joker can’t be included when calculating a Basic Action value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Quick Actions&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(Perform any number of these on your turn in any order)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Flip 2 Cards&#039;&#039;&#039; – Repeatable, spend 1 coin to flip over 2 more cards from any of the 3 Action card rows.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;+1 to Basic Action&#039;&#039;&#039; – 1x per turn, spend 2 coins to boost your “Action Value” of an Action Card by +1. You can’t boost the “Action Value” from an action granted by a tile or Master card.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Buy a Potion&#039;&#039;&#039; – Repeatable, spend 3 coins to take 1 Potion from the supply.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Enroll a new Student&#039;&#039;&#039; – repeatable, spend 5 coins to move 1 of your Students from your supply (not the Track board) to the Start Space of Technology track.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;End Round Phase&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(When Action Phase is over, all players do this simultaneously)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Choose 1 card from the 5 played this Action Phase&#039;&#039;&#039; and tuck it under your Study board in the left most slot so that only the bottom symbol is showing. The card can no longer be used for its special effect, but still can be used for the symbol.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Take back the other 4 cards&#039;&#039;&#039; you played this round into your hand. They can be played again next Action Phase.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Receive income&#039;&#039;&#039; as shown on your &#039;&#039;&#039;Bookshelf&#039;&#039;&#039;.&lt;br /&gt;
* –  Income Tiles you placed with “!” earn you what they show. You can have max 5 of these showing at a time.&lt;br /&gt;
* –  Rows/Columns that are completely filled with Bookshelf tokens earn what the arrow is pointing to.&lt;br /&gt;
4. All face-up cards in the &#039;&#039;&#039;Action card rows&#039;&#039;&#039; are placed under their deck, and 3 new ones are flipped over.&lt;br /&gt;
* –  If fewer than 3 cards are left to flip over, flip those that are left.&lt;br /&gt;
5. Pass the &#039;&#039;&#039;1st player marker&#039;&#039;&#039; clockwise.&lt;br /&gt;
&lt;br /&gt;
6. If this was the end of round 6, go to &#039;&#039;&#039;End Game&#039;&#039;&#039; now, if not, go back to the &#039;&#039;&#039;Action Phase&#039;&#039;&#039; for the next round and continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Game End&#039;&#039;&#039; ===&lt;br /&gt;
• &#039;&#039;&#039;After the end of the 6th round&#039;&#039;&#039;, the game will end. (Use the cards placed under your board as a timer.)&lt;br /&gt;
&lt;br /&gt;
• Each player earns &#039;&#039;&#039;additional VP for Objectives spaces&#039;&#039;&#039; they reached &#039;&#039;&#039;and Master cards&#039;&#039;&#039; they played.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Most VP&#039;&#039;&#039; is the winner.&lt;br /&gt;
&lt;br /&gt;
• No tie breaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tokens, Tiles and Cards&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;(see page 12-16 in rulebook for more details)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Please note: some content still needs to be implemented in BGA. Thank you for your patience! - Cranio Creations]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Bonus Tokens&#039;&#039;&#039; - Immediate bonus to the 1st player who stops/crosses them, keeping tile. (Circle tiles-Map/Tech boards)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Specialization Tiles&#039;&#039;&#039; – Must stop on these, gain a bonus of an Income/Development tile to place on Study board.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Development Tiles&#039;&#039;&#039; – Place on 1 of your “free drawers” in 2nd row. If all 5 full, you can replace one you added earlier.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Income/Medicine Tiles&#039;&#039;&#039; – Gives you income during End Round phase. Medicine income tile gives 1 or 3 VP depending on the number of cities showing the Medicine symbol you visited. Place on “!” space on bookshelf, can replace earlier tiles.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Invention Tiles&#039;&#039;&#039; – When stopping on these tiles, take the bonus immediately. Basic Actions of Invention tiles trigger up to the number shown as the “Action Value” and can’t be boosted by spending 2 coins.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;City Tiles&#039;&#039;&#039; – When you place a travel cube on this tile, take the bonus.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Objective Tiles&#039;&#039;&#039; – Earns VP at end of game if your marker is on it. Must meet the 4-Volume requirement to reach the tile.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Master Cards&#039;&#039;&#039; – Play using the Master space of the Work, Technology, and Map tracks and using the 9th bookshelf tile. If grants a Basic Action, must use up to the “Action Value” shown and can’t be boosted by spending 2 coins. VP at bottom.&lt;br /&gt;
&lt;br /&gt;
–  Robert Boyle (0) – Perform a “Study” action with 4-value. Value can be split into multiple bookshelf tiles placed.&lt;br /&gt;
&lt;br /&gt;
–  Tycho Brahe (5) – 2 permanent Blue Volumes.&lt;br /&gt;
&lt;br /&gt;
–  Thomas Browne (1) – Perform a “Lesson” action with 4-value. Value can be split allowing multiple cards taken.&lt;br /&gt;
&lt;br /&gt;
–  Giordano Bruno (4) – Earn 6 coins.&lt;br /&gt;
&lt;br /&gt;
–  Rene Descartes (1) – Perform a “Lesson” action with 1-value. Then take the Basic Action of the card you chose as if you played it. Count the symbol on the card when calculating the “Action Value.”&lt;br /&gt;
&lt;br /&gt;
–  Margaret Cavendish (6) – Permanently remove your topmost 2 bookshelf tiles.&lt;br /&gt;
&lt;br /&gt;
–  Nicolaus Copernicus (2) – Perform a “Study” action with 3-value. Ignore the requirement of the space you cover.&lt;br /&gt;
&lt;br /&gt;
–  Nicola Cusano (4) – Earn 3 Potions&lt;br /&gt;
&lt;br /&gt;
–  Daniel Fahrenheit (6) – 1 Volume of any color (you choose the color each time you need it.)&lt;br /&gt;
&lt;br /&gt;
–  Galileo Galilei (3) – Perform the “Travel” action with 3-value. May place 1 cube on each space you pass.&lt;br /&gt;
&lt;br /&gt;
–  William Gilbert (7) – Place 1 of your Students at the bottom of the Technology Track from your reserve.&lt;br /&gt;
&lt;br /&gt;
–  Edmond Hallery (2) – Perform a “Technology” action with 4-value. You can split movement between Students.&lt;br /&gt;
&lt;br /&gt;
–  Christaan Huygens (2) – Perform a “Work” action with 3-value. If you reach the end of the track, ignore the Objective tile requirements.&lt;br /&gt;
&lt;br /&gt;
–  Johannes Kepler (4) – Perform a “Work” action with 6-value. Do not receive coins.&lt;br /&gt;
&lt;br /&gt;
–  Gottfried Leibniz (5) – Permanent 2 Orange Volumes&lt;br /&gt;
&lt;br /&gt;
–  Isaac Newton (5) – Permanent 2 Green Volumes&lt;br /&gt;
&lt;br /&gt;
–  Paracelsus (3) – Perform an action of your choice with 3-value.&lt;br /&gt;
&lt;br /&gt;
–  Blaise Pascal (4) – Perform a “Travel” action with 5-value. You don’t have to pay travel costs.&lt;br /&gt;
&lt;br /&gt;
–  Evangelista Torricelli (2) – Perform a “Technology” action with 3-value. If you reach an Objective tile, ignore the requirements.&lt;br /&gt;
&lt;br /&gt;
–  Maria Winkelmann (2) – Place 1 travel cube on a space of your choice, except the Master space or Objective tile.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20760</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20760"/>
		<updated>2024-04-12T12:00:12Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Turn Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed. (Note that, during another player&#039;s turn in BGA, you can indicate that you will be passing on your next turn by pressing the Advanced Pass button in the &#039;current activity&#039; box at the top of the page. This allows you to go off and do other things without holding up the game. There is a Confirm button!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative.)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
4) Fund an award (total of 3 times per game between all players)&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Milestones&#039;&#039;&#039; =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
== Limitations of digital adaptation ==&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
Your bug report will be closed automatically unless you provide EVIDENCE in the report itself - which is either text of game log with move number (using Copy Log button) or screenshot.&lt;br /&gt;
&lt;br /&gt;
These are common cases of rules misinterpretation:&lt;br /&gt;
* Event tags are not counted&lt;br /&gt;
* No more then 3 milestones can be claimed (out of 5)&lt;br /&gt;
* No milestone can be claimed in solo game&lt;br /&gt;
* Placing forest after last generation does not increase oxygen&lt;br /&gt;
* Some cards effects violate the common rules - please READ the text on the card before submitting bug about specific card&lt;br /&gt;
* Production reduction is MANDATORY&lt;br /&gt;
* Removing resources to activate card is MANDATORY (i.e. Ants)&lt;br /&gt;
* Removing animals/microbes is not possible from PETs or when your opponent has Protected Habitats in play&lt;br /&gt;
* You can do some action which seems to be unreasonable (such as spending 8 heat when temperature is at max). This move is allowed by the rules and can be legally played as a stalling technique.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20759</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20759"/>
		<updated>2024-04-12T11:57:55Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Turn Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed. (Note that, during another player&#039;s turn in BGA, you can indicate that you will be passing on your next turn by pressing the Advanced Pass button in the &#039;current activity&#039; box at the top of the page. This allows you to go off and do other things without holding up the game. There is a Confirm button!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative.)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone&lt;br /&gt;
&lt;br /&gt;
4) Fund an award&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Milestones&#039;&#039;&#039; =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
== Limitations of digital adaptation ==&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
Your bug report will be closed automatically unless you provide EVIDENCE in the report itself - which is either text of game log with move number (using Copy Log button) or screenshot.&lt;br /&gt;
&lt;br /&gt;
These are common cases of rules misinterpretation:&lt;br /&gt;
* Event tags are not counted&lt;br /&gt;
* No more then 3 milestones can be claimed (out of 5)&lt;br /&gt;
* No milestone can be claimed in solo game&lt;br /&gt;
* Placing forest after last generation does not increase oxygen&lt;br /&gt;
* Some cards effects violate the common rules - please READ the text on the card before submitting bug about specific card&lt;br /&gt;
* Production reduction is MANDATORY&lt;br /&gt;
* Removing resources to activate card is MANDATORY (i.e. Ants)&lt;br /&gt;
* Removing animals/microbes is not possible from PETs or when your opponent has Protected Habitats in play&lt;br /&gt;
* You can do some action which seems to be unreasonable (such as spending 8 heat when temperature is at max). This move is allowed by the rules and can be legally played as a stalling technique.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20758</id>
		<title>Gamehelpterraformingmars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterraformingmars&amp;diff=20758"/>
		<updated>2024-04-12T10:17:33Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Turn Structure ==&lt;br /&gt;
Each round of the game represents one generation of development and colonization on Mars. At the start of each round, the first player token moves to the next player.&lt;br /&gt;
&lt;br /&gt;
In every generation players perform the following steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Research:&#039;&#039;&#039; draw four cards and add any number of them into your hand. Pay 3 M€ for each one added and discard the rest. There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Actions:&#039;&#039;&#039; take 1-2 actions from the list below or pass. If you pass, you will not play again for the rest of the round. Continue in turn order until all players have passed. [Does anyone know what the Advanced Pass button does? It is always displayed next to the &#039;X is playing their turn&#039; message at the top of the page.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Production:&#039;&#039;&#039; first convert all unspent energy into heat, then all players simultaneously produce resources and M€ according to their production values. Players also get M€ equal to their Terraform Rating. (Note that M€ production values may be negative.)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
1) Play a card from your hand&lt;br /&gt;
&lt;br /&gt;
2) Use a standard project&lt;br /&gt;
&lt;br /&gt;
3) Claim a milestone&lt;br /&gt;
&lt;br /&gt;
4) Fund an award&lt;br /&gt;
&lt;br /&gt;
5) Use an action on a blue card (each blue card may be used once per generation)&lt;br /&gt;
&lt;br /&gt;
6) Convert 8 plants into a greenery tile (increasing the oxygen level and your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
7) Convert 8 heat into a temperature increase (increasing your Terraform Rating)&lt;br /&gt;
&lt;br /&gt;
==== Playing Cards ====&lt;br /&gt;
Some cards have requirements in order to play them, such as:&lt;br /&gt;
&lt;br /&gt;
- Global parameters (oceans, oxygen, temperature) must be above or below a certain level&lt;br /&gt;
&lt;br /&gt;
- You must have enough tags of a given type already in play (like Science)&lt;br /&gt;
&lt;br /&gt;
- You must be able to produce a specific resource (like Titanium)&lt;br /&gt;
&lt;br /&gt;
Cards have a base cost which must be paid in M€. This cost can be reduced by other card effects. You can also spend resources in lieu of M€ if the card has certain tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Steel = 2 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Building&#039;&#039;&#039; card (brown building icon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Titanium = 3 M€&#039;&#039;&#039; to pay for any &#039;&#039;&#039;Space&#039;&#039;&#039; card (gold sunburst icon)&lt;br /&gt;
&lt;br /&gt;
Carry out all of the card&#039;s effects, gain resources, and increase/decrease production values as directed. If a change to a production value is indicated with a red border, you can choose to apply it to another player or to no one at all. (These are usually negative effects.)&lt;br /&gt;
&lt;br /&gt;
After you play the card, it moves to one of three areas on your board depending on their color. You can change how these areas are arranged by clicking on the &amp;quot;three bars&amp;quot; icon in the header.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Red cards&#039;&#039;&#039; have no further effects and are automatically hidden. They do not contribute tags to your overall totals but may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Green cards&#039;&#039;&#039; have no further effects, but remain in play to contribute their tags. They may be worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- Blue cards&#039;&#039;&#039; have either an ongoing passive effect or an action you can take on your turn. BGA sorts them into two piles for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Standard Projects ====&lt;br /&gt;
You always have the following options on your turn regardless of what&#039;s in your hand or on your board. Don&#039;t forget them! Each standard project takes one action on your turn.&lt;br /&gt;
&lt;br /&gt;
Note that you can also raise temperature or place greenery by spending heat or plants instead of M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sell patents:&#039;&#039;&#039; discard any number of cards and gain that many M€.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power plant (11 M€):&#039;&#039;&#039; increase Energy production one step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid (14 M€):&#039;&#039;&#039; increase temperature one step (and gain one TR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquifer (18 M€):&#039;&#039;&#039; place an ocean tile (and gain one TR). Note that oceans don&#039;t belong to the player who placed them, unlike other tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greenery (23 M€):&#039;&#039;&#039; place a greenery tile (raising the oxygen level and gaining one TR). If possible you must place it next to a tile you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;City (25 M€):&#039;&#039;&#039; place a city tile and gain one M€ production. Cities may not be placed adjacent to each other. (Exception: Noctis City may be placed into its reserved spot even if there is already an adjacent city there.)&lt;br /&gt;
&lt;br /&gt;
If you place a tile, remember to gain any placement bonuses depicted in the space you cover up!&lt;br /&gt;
&lt;br /&gt;
==== Milestones and Awards ====&lt;br /&gt;
Milestones and awards place you in direct competition with other players. With milestones you race to be the first to meet a certain condition; with awards you compete to have the most in a specific category at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Milestones&#039;&#039;&#039; =====&lt;br /&gt;
As an action, you may pay 8 M€ and claim a &#039;&#039;&#039;milestone&#039;&#039;&#039; if you meet its requirements. It is worth 5 VP at the end of the game. Only three milestones may be claimed per game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraformer:&#039;&#039;&#039; have 35+ Terraform Rating (TR)&lt;br /&gt;
* &#039;&#039;&#039;Mayor:&#039;&#039;&#039; own 3+ cities&lt;br /&gt;
* &#039;&#039;&#039;Gardener:&#039;&#039;&#039; own 3+ greenery tiles&lt;br /&gt;
* &#039;&#039;&#039;Builder:&#039;&#039;&#039; have 8+ building tags in play&lt;br /&gt;
* &#039;&#039;&#039;Planner:&#039;&#039;&#039; have 16+ cards currently in hand&lt;br /&gt;
&lt;br /&gt;
===== Awards =====&lt;br /&gt;
As an action, you may pay some amount of M€ and fund an &#039;&#039;&#039;award&#039;&#039;&#039;. The first award funded costs 8 M€, the next costs 14 M€, and the last costs 20 M€. Only three awards may be funded per game. At the end of the game, check each funded award. The first and second place player in each category score VP (see Game End section). The player who funded the award receives no special consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landlord:&#039;&#039;&#039; most tiles in play of any type(s)&lt;br /&gt;
* &#039;&#039;&#039;Banker:&#039;&#039;&#039; highest M€ production&lt;br /&gt;
* &#039;&#039;&#039;Scientist:&#039;&#039;&#039; most science tags in play&lt;br /&gt;
* &#039;&#039;&#039;Thermalist:&#039;&#039;&#039; most unspent heat resource cubes&lt;br /&gt;
* &#039;&#039;&#039;Miner:&#039;&#039;&#039; most unspent steel and titanium resource cubes (combined) &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
Game ends when there is enough oxygen to breathe (14%), oceans enough to allow Earth-like weather (9 aquifers), and the temperature is well above freezing (+8˚C).&lt;br /&gt;
&lt;br /&gt;
The winner is the player with most VPs at the end of the game. VPs come from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terraform Rating (TR).&#039;&#039;&#039; Each time you raise a global parameter (oceans, oxygen, temperature) your TR increases. Score VPs equal to your TR at the end of the game.&lt;br /&gt;
* &#039;&#039;&#039;Greenery.&#039;&#039;&#039; Score 1 VP for each greenery tile you own.&lt;br /&gt;
* &#039;&#039;&#039;Cities.&#039;&#039;&#039; Each city scores 1 VP for each greenery tile adjacent to a city you own, regardless of who owns the greenery. The capital city card also scores 1 VP for each adjacent ocean.&lt;br /&gt;
* &#039;&#039;&#039;Awards (must be funded).&#039;&#039;&#039; 5 VPs to the winner, 2 VPs to second place. If players tie for first, they all get the bonus and no second place is awarded. If multiple players tie for second, they all get the bonus. In a two player game, no second place is awarded.&lt;br /&gt;
* &#039;&#039;&#039;Claimed milestones.&#039;&#039;&#039; Each claimed milestone is worth 5 VPs at the end of the game. Only 3 of the 5 milestones may be claimed.&lt;br /&gt;
* &#039;&#039;&#039;VPs on played cards.&#039;&#039;&#039; First, count all VPs on cards that collect resources. Then gather all of your remaining cards (including all your played events!) and count your VPs. If you have Jovian cards, these may have to be counted separately. (To identify this look for the number, or an effect like X VP / Y number of resources, marked inside the planet Mars Icon)&lt;br /&gt;
&lt;br /&gt;
== Limitations of digital adaptation ==&lt;br /&gt;
&lt;br /&gt;
* Cannot choose order of come into play effects of project cards (with some exceptions)&lt;br /&gt;
* When order of effect chosen - cannot Draw cards before resolving other complex effects&lt;br /&gt;
* Cannot undo single action (Undo will undo 2 actions or until after last Draw)&lt;br /&gt;
* You cannot undo when you are the last player to take an action in multiplayer state (i.e. setup, draft, research)&lt;br /&gt;
&lt;br /&gt;
== Common rules misinterpretations ==&lt;br /&gt;
&lt;br /&gt;
If you trying to submit a bug report about possible rules violation please note that at this point it is very unlikely  to be a real issue or unique.&lt;br /&gt;
&lt;br /&gt;
Your bug report will be closed automatically unless you provide EVIDENCE in the report itself - which is either text of game log with move number (using Copy Log button) or screenshot.&lt;br /&gt;
&lt;br /&gt;
These are common cases of rules misinterpretation:&lt;br /&gt;
* Event tags are not counted&lt;br /&gt;
* No more then 3 milestones can be claimed (out of 5)&lt;br /&gt;
* No milestone can be claimed in solo game&lt;br /&gt;
* Placing forest after last generation does not increase oxygen&lt;br /&gt;
* Some cards effects violate the common rules - please READ the text on the card before submitting bug about specific card&lt;br /&gt;
* Production reduction is MANDATORY&lt;br /&gt;
* Removing resources to activate card is MANDATORY (i.e. Ants)&lt;br /&gt;
* Removing animals/microbes is not possible from PETs or when your opponent has Protected Habitats in play&lt;br /&gt;
* You can do some action which seems to be unreasonable (such as spending 8 heat when temperature is at max). This move is allowed by the rules and can be legally played as a stalling technique.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpleroydesribauds&amp;diff=20254</id>
		<title>Gamehelpleroydesribauds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpleroydesribauds&amp;diff=20254"/>
		<updated>2024-02-27T09:59:23Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: Clarified who it is that wins the game!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== How to Play ===&lt;br /&gt;
To start a game of Le Roy des Ribauds (The Rogue Monarch):&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Shuffle&#039;&#039;&#039; all the cards.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Draw&#039;&#039;&#039; 4 cards, and put it in a face-down row called the Court.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Deal&#039;&#039;&#039; a hand of 3 cards to each player. &#039;&#039;(Note: If a player has 2 Reines in their starting hand, they put these two cards under the draw pile, and draw 2 cards to replenish their hand. If a player has 3 Reines in their starting hand or if each player has two, then the deal is canceled, and each player has to draw 3 new cards.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Use all the remaining cards to form a &#039;&#039;&#039;face-down draw pile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
5. Leave enough space for a &#039;&#039;&#039;discard pile&#039;&#039;&#039; (cards are always put face-up in the discard pile). You&#039;ll use the discard pile to create a new draw pile once the original draw pile is empty.&lt;br /&gt;
&lt;br /&gt;
6. The starting player is selected randomly.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
Each player takes turn &#039;&#039;&#039;playing a card in the Court&#039;&#039;&#039;. You can either:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Reveal&#039;&#039;&#039; a card in the Court and apply its effect.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Replace&#039;&#039;&#039; any card in the Court with one of the cards in your hand. You can put it face-up and apply its effect, or put it face-down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
When one of the players meets the conditions of one of 3 possible conspiracies, that player wins the game. The conspiracies are:&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;Coronation&#039;&#039;&#039;: 3 Rois (Kings) are face-up in the Court during your turn.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;Marriage&#039;&#039;&#039;: You &#039;&#039;&#039;start&#039;&#039;&#039; your turn with 3 Reines (Queens) in your hand.&lt;br /&gt;
&lt;br /&gt;
• The &#039;&#039;&#039;Murder&#039;&#039;&#039;: During your turn, there&#039;s a face-up card between two other face-up Assassin cards in the court.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Card Effects ===&lt;br /&gt;
Effects are triggered when a card is played in the Court.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Chevalier (Knight)&#039;&#039;&#039;: Switch two cards in the Court, then hide or reveal any card in the Court. This does not trigger the effect of cards that are revealed this way.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Reine (Queen)&#039;&#039;&#039;: Look at 2 random cards in the hand of your opponent. If you discover any Reine (Queen), discard it, and your opponent has to draw cards to replenish their hand.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Roi (King)&#039;&#039;&#039;: Reveal a card in the Court &#039;&#039;OR&#039;&#039; draw 2 cards into your hand and then discard two cards from your hand. (Revealing a card does not trigger the effect of cards that are revealed this way.)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Assassin (Rogue)&#039;&#039;&#039;: Look at 2 face-down cards in the Court.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Story ===&lt;br /&gt;
In the kingdom of France, the king&#039;s name is Philippe-Auguste. As clever as he is cunning, he rules over his people with an iron fist.&lt;br /&gt;
&lt;br /&gt;
However, in the underworld, another name is whispered with reverence : le Roy des Ribauds. Even Paris’s most dangerous cut-throats and assassins fear him. And, between light and darkness, intrigues and political manoeuvers are legion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
Original name: Le Roy des Ribauds&lt;br /&gt;
&lt;br /&gt;
English name: The Rogue Monarch&lt;br /&gt;
&lt;br /&gt;
Artist: Ronan Toulhoat&lt;br /&gt;
&lt;br /&gt;
Original rules: Erwann Ricord&lt;br /&gt;
&lt;br /&gt;
Editorial direction: Anthony Questel and Arnaud Charpentier&lt;br /&gt;
&lt;br /&gt;
Graphic design: Anthony Questel&lt;br /&gt;
&lt;br /&gt;
Translation: Maxime Lecoeur&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19091</id>
		<title>Gamehelplewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19091"/>
		<updated>2023-12-06T00:53:18Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark is a board game in which the players manage an expedition intended to cross the North American continent.&lt;br /&gt;
* Their goal is to be the first to reach the Pacific.&lt;br /&gt;
* Each one has their own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey.&lt;br /&gt;
* They have to cleverly manage their characters and also the resources they find along the way.&lt;br /&gt;
* Beware, sometimes frugality is better than abundance.&lt;br /&gt;
&lt;br /&gt;
RECRUITMENT PHASE - Note:&lt;br /&gt;
&lt;br /&gt;
To recruit a character, you have to pay the fur and equipment cost as shown on their card slot in the row of available cards. The rulebook states: &amp;quot;You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The &#039;Recruitment Discount&#039; is the same as the strength of the card.&amp;lt;/b&amp;gt; This is important to know because you can&#039;t see the back of the card in this online version.&lt;br /&gt;
&lt;br /&gt;
Also note that when you use a character card this way, using its strength in lieu of equipment, that card is gone from your hand. So, when you camp and get your people back, the person won&#039;t be there. They ran off into the wilderness.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19090</id>
		<title>Gamehelplewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19090"/>
		<updated>2023-12-06T00:50:12Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Tactical Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark is a board game in which the players manage an expedition intended to cross the North American continent.&lt;br /&gt;
* Their goal is to be the first to reach the Pacific.&lt;br /&gt;
* Each one has their own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey.&lt;br /&gt;
* They have to cleverly manage their characters and also the resources they find along the way.&lt;br /&gt;
* Beware, sometimes frugality is better than abundance.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark features dual use cards.&lt;br /&gt;
* To be activated, one card must be combined with another one, which becomes unavailable for a while.&lt;br /&gt;
* Thus, players are faced with a constant dilemma: play a card or sacrifice it.&lt;br /&gt;
* During the game, each player acquires character cards that enlarge their hand, building a crew that gives them more options but it needs to be optimised as they will recycle their cards more slowly.&lt;br /&gt;
* This new &amp;quot;hand building&amp;quot; mechanism fits strongly with the historical background.&lt;br /&gt;
* Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players&#039; positions are crucial.&lt;br /&gt;
&lt;br /&gt;
RECRUITMENT PHASE - Note:&lt;br /&gt;
&lt;br /&gt;
To recruit a character, you have to pay the fur and equipment cost as shown on their card slot in the row of available cards. The rulebook states: &amp;quot;You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The &#039;Recruitment Discount&#039; is the same as the strength of the card.&amp;lt;/b&amp;gt; This is important to know because you can&#039;t see the back of the card in this online version.&lt;br /&gt;
&lt;br /&gt;
Also note that when you use a character card this way, using its strength in lieu of equipment, that card is gone from your hand. So, when you camp and get your people back, the person won&#039;t be there. They ran off into the wilderness.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=19089</id>
		<title>Tips lewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=19089"/>
		<updated>2023-12-06T00:49:32Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From the rulebook==&lt;br /&gt;
&lt;br /&gt;
p5: Advice to Beginners: During your first games we advise you not to discard your Interpreter and Commander ... without these two cards, and without having recruited the necessary Characters, you would not be able to win the game!&lt;br /&gt;
&lt;br /&gt;
Not shown in the original rulebook - if you decide to let your scout drift downriver and enjoy St. Louis, penalties will be exacted upon you. &amp;quot;Scout is at the first space of the Route during Encampment. The U.S. government is disturbed that the expedition wasted its federally-funded resources in the bars and brothels of New Orleans. In response, funding is cut off and the leaders must return in shame to Saint Louis, to start again with the original Corps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This fixes a &amp;quot;bug&amp;quot; in the game which allowed expeditions to bulk up in St Louis and amass significant resources.  &lt;br /&gt;
&lt;br /&gt;
There are two expedition upgrades available to you, a resource boat or an &amp;quot;Indian&amp;quot; boat.  These have two sides with different benefits/penalties.  finding the balance between wallowing up the Missouri overloaded with resources and Indians, or traveling lightly but lacking in trade goods and Indians to take needed actions, is a big part of the game.  The rulebook suggests the upgrade action is more valuable early in the game. &lt;br /&gt;
&lt;br /&gt;
When spending character cards to power the actions of other cards, be aware that the face down card will not be available till the next time you reset your hand.&lt;br /&gt;
&lt;br /&gt;
The Camp never moves backwards.&lt;br /&gt;
&lt;br /&gt;
Camps can be in the same location, but two scouts cannot be in the same location.  Your scout will push further on if he would end his move on another scout.&lt;br /&gt;
==Tactical Tips==&lt;br /&gt;
*If a card appears in the recruitment row that helps you to move through mountains without using horses, you should probably try to buy it even if your Scout is still some way from the mountains. This is because you need to use Indians and an action to buy horses, and it is surprising how often you find that you run out of Indians just as you reach the mountains! Or else there is a sudden drought of mountain cards available to buy. The mountain cards will pay their way even on the river, because many of them have strength 2 or 3, which makes them useful for powering up, and as you approach the mountains, they allow your Scout to continue his advance before your next camp even if your Commander has to use all of his activations for river movement.&lt;br /&gt;
&lt;br /&gt;
*If there are several cards in the recruitment row that you think are worth having and you don&#039;t want to leave them for your opponents, don&#039;t forget that you can use the Farewell space in the village to sweep them away. Obviously there is a risk that the replacement cards will be just as good or better than the ones you discarded, but the Farewell space also allows you to discard 3 cards from your hand, which can be useful if you need to camp, eg. to recover your Interpreter, or to take cards off the table that might help your opponents, or to disrupt the pattern of the camping cycles if you think it is not in your favour. Note that you lose the discarded cards permanently, though, which is not usually particularly helpful, except towards the end of the game, when you need to reduce your hand size so that you can camp two or three times in quick succession in order to make good use of your most efficient movement cards.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=19088</id>
		<title>Tips lewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=19088"/>
		<updated>2023-12-06T00:48:44Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From the rulebook:&lt;br /&gt;
&lt;br /&gt;
p5: Advice to Beginners: During your first games we advise you not to discard your Interpreter and Commander ... without these two cards, and without having recruited the necessary Characters, you would not be able to win the game!&lt;br /&gt;
&lt;br /&gt;
Not shown in the original rulebook - if you decide to let your scout drift downriver and enjoy St. Louis, penalties will be exacted upon you. &amp;quot;Scout is at the first space of the Route during Encampment. The U.S. government is disturbed that the expedition wasted its federally-funded resources in the bars and brothels of New Orleans. In response, funding is cut off and the leaders must return in shame to Saint Louis, to start again with the original Corps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This fixes a &amp;quot;bug&amp;quot; in the game which allowed expeditions to bulk up in St Louis and amass significant resources.  &lt;br /&gt;
&lt;br /&gt;
There are two expedition upgrades available to you, a resource boat or an &amp;quot;Indian&amp;quot; boat.  These have two sides with different benefits/penalties.  finding the balance between wallowing up the Missouri overloaded with resources and Indians, or traveling lightly but lacking in trade goods and Indians to take needed actions, is a big part of the game.  The rulebook suggests the upgrade action is more valuable early in the game. &lt;br /&gt;
&lt;br /&gt;
When spending character cards to power the actions of other cards, be aware that the face down card will not be available till the next time you reset your hand.&lt;br /&gt;
&lt;br /&gt;
The Camp never moves backwards.&lt;br /&gt;
&lt;br /&gt;
Camps can be in the same location, but two scouts cannot be in the same location.  Your scout will push further on if he would end his move on another scout.&lt;br /&gt;
==Tactical Tips==&lt;br /&gt;
*If a card appears in the recruitment row that helps you to move through mountains without using horses, you should probably try to buy it even if your Scout is still some way from the mountains. This is because you need to use Indians and an action to buy horses, and it is surprising how often you find that you run out of Indians just as you reach the mountains! Or else there is a sudden drought of mountain cards available to buy. The mountain cards will pay their way even on the river, because many of them have strength 2 or 3, which makes them useful for powering up, and as you approach the mountains, they allow your Scout to continue his advance before your next camp even if your Commander has to use all of his activations for river movement.&lt;br /&gt;
&lt;br /&gt;
*If there are several cards in the recruitment row that you think are worth having and you don&#039;t want to leave them for your opponents, don&#039;t forget that you can use the Farewell space in the village to sweep them away. Obviously there is a risk that the replacement cards will be just as good or better than the ones you discarded, but the Farewell space also allows you to discard 3 cards from your hand, which can be useful if you need to camp, eg. to recover your Interpreter, or to take cards off the table that might help your opponents, or to disrupt the pattern of the camping cycles if you think it is not in your favour. Note that you lose the discarded cards permanently, though, which is not usually particularly helpful, except towards the end of the game, when you need to reduce your hand size so that you can camp two or three times in quick succession in order to make good use of your most efficient movement cards.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19087</id>
		<title>Gamehelplewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19087"/>
		<updated>2023-12-06T00:41:48Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Tactical Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark is a board game in which the players manage an expedition intended to cross the North American continent.&lt;br /&gt;
* Their goal is to be the first to reach the Pacific.&lt;br /&gt;
* Each one has their own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey.&lt;br /&gt;
* They have to cleverly manage their characters and also the resources they find along the way.&lt;br /&gt;
* Beware, sometimes frugality is better than abundance.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark features dual use cards.&lt;br /&gt;
* To be activated, one card must be combined with another one, which becomes unavailable for a while.&lt;br /&gt;
* Thus, players are faced with a constant dilemma: play a card or sacrifice it.&lt;br /&gt;
* During the game, each player acquires character cards that enlarge their hand, building a crew that gives them more options but it needs to be optimised as they will recycle their cards more slowly.&lt;br /&gt;
* This new &amp;quot;hand building&amp;quot; mechanism fits strongly with the historical background.&lt;br /&gt;
* Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players&#039; positions are crucial.&lt;br /&gt;
&lt;br /&gt;
RECRUITMENT PHASE - Note:&lt;br /&gt;
&lt;br /&gt;
To recruit a character, you have to pay the fur and equipment cost as shown on their card slot in the row of available cards. The rulebook states: &amp;quot;You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The &#039;Recruitment Discount&#039; is the same as the strength of the card.&amp;lt;/b&amp;gt; This is important to know because you can&#039;t see the back of the card in this online version.&lt;br /&gt;
&lt;br /&gt;
Also note that when you use a character card this way, using its strength in lieu of equipment, that card is gone from your hand. So, when you camp and get your people back, the person won&#039;t be there. They ran off into the wilderness.&lt;br /&gt;
&lt;br /&gt;
== Tactical Tips ==&lt;br /&gt;
&lt;br /&gt;
* If a card appears in the recruitment row that helps you to move through mountains without using horses, you should probably try to buy it even if your Scout is still some way from the mountains. This is because you need to use Indians and an action to buy horses, and it is surprising how often you find that you run out of Indians just as you reach the mountains! Or else there is a sudden drought of mountain cards available to buy. The mountain cards will pay their way even on the river, because many of them have strength 2 or 3, which makes them useful for powering up, and as you approach the mountains, they allow your Scout to continue his advance before your next camp even if your Commander has to use all of his activations for river movement.&lt;br /&gt;
&lt;br /&gt;
* If there are several cards in the recruitment row that you think are worth having and you don&#039;t want to leave them for your opponents, don&#039;t forget that you can use the Farewell space in the village to sweep them away. Obviously there is a risk that the replacement cards will be just as good or better, but the Farewell space also allows you to discard 3 cards from your hand, which can be useful if you need to camp, eg. to recover your Interpreter, or to take cards off the table that might help your opponents, or to disrupt the pattern of the camping cycles if you think it is not in your favour. Note that you lose the discarded cards permanently, though, which is not usually something that you want except towards the end of the game, when you need to reduce your hand size so that you can camp two or three times in quick succession in order to re-use your most efficient movement cards.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19086</id>
		<title>Gamehelplewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19086"/>
		<updated>2023-12-06T00:39:47Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Tactical Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark is a board game in which the players manage an expedition intended to cross the North American continent.&lt;br /&gt;
* Their goal is to be the first to reach the Pacific.&lt;br /&gt;
* Each one has their own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey.&lt;br /&gt;
* They have to cleverly manage their characters and also the resources they find along the way.&lt;br /&gt;
* Beware, sometimes frugality is better than abundance.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark features dual use cards.&lt;br /&gt;
* To be activated, one card must be combined with another one, which becomes unavailable for a while.&lt;br /&gt;
* Thus, players are faced with a constant dilemma: play a card or sacrifice it.&lt;br /&gt;
* During the game, each player acquires character cards that enlarge their hand, building a crew that gives them more options but it needs to be optimised as they will recycle their cards more slowly.&lt;br /&gt;
* This new &amp;quot;hand building&amp;quot; mechanism fits strongly with the historical background.&lt;br /&gt;
* Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players&#039; positions are crucial.&lt;br /&gt;
&lt;br /&gt;
RECRUITMENT PHASE - Note:&lt;br /&gt;
&lt;br /&gt;
To recruit a character, you have to pay the fur and equipment cost as shown on their card slot in the row of available cards. The rulebook states: &amp;quot;You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The &#039;Recruitment Discount&#039; is the same as the strength of the card.&amp;lt;/b&amp;gt; This is important to know because you can&#039;t see the back of the card in this online version.&lt;br /&gt;
&lt;br /&gt;
Also note that when you use a character card this way, using its strength in lieu of equipment, that card is gone from your hand. So, when you camp and get your people back, the person won&#039;t be there. They ran off into the wilderness.&lt;br /&gt;
&lt;br /&gt;
== Tactical Tips ==&lt;br /&gt;
&lt;br /&gt;
* If a card appears in the recruitment row that helps you to move through mountains without using horses, you should probably try to buy it even if your Scout is still some way from the mountains. This is because you need to use Indians and an action to buy horses, and it is surprising how often you find that you run out of Indians just as you reach the mountains! Or else there is a sudden drought of mountain cards available to buy. The mountain cards will pay their way even on the river, because many of them have strength 2 or 3, which makes them useful for powering up, and as you approach the mountains, they allow your Scout to continue his advance before your next camp even if your Commander has to use all of his activations for river movement.&lt;br /&gt;
* If there are several cards in the recruitment row that you think are worth having and you don&#039;t want to leave them for your opponents, don&#039;t forget that you can use the Farewell space in the village to sweep them away. Obviously there is a risk that the replacement cards will be just as good or better, but the Farewell space also allows you to discard 3 cards from your hand, which can be useful if you need to camp, eg. to recover your Interpreter, or to take cards off the table that might help your opponents, or to disrupt the pattern of the camping cycles if you think it is not in your favour. Note that you lose the discarded cards permanently, though, which is not usually something that you want except towards the end of the game, when you need to reduce your hand size so that you can camp two or three times in quick succession in order to re-use your most efficient movement cards.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19085</id>
		<title>Gamehelplewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19085"/>
		<updated>2023-12-05T20:54:40Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Tactical Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark is a board game in which the players manage an expedition intended to cross the North American continent.&lt;br /&gt;
* Their goal is to be the first to reach the Pacific.&lt;br /&gt;
* Each one has their own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey.&lt;br /&gt;
* They have to cleverly manage their characters and also the resources they find along the way.&lt;br /&gt;
* Beware, sometimes frugality is better than abundance.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark features dual use cards.&lt;br /&gt;
* To be activated, one card must be combined with another one, which becomes unavailable for a while.&lt;br /&gt;
* Thus, players are faced with a constant dilemma: play a card or sacrifice it.&lt;br /&gt;
* During the game, each player acquires character cards that enlarge their hand, building a crew that gives them more options but it needs to be optimised as they will recycle their cards more slowly.&lt;br /&gt;
* This new &amp;quot;hand building&amp;quot; mechanism fits strongly with the historical background.&lt;br /&gt;
* Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players&#039; positions are crucial.&lt;br /&gt;
&lt;br /&gt;
RECRUITMENT PHASE - Note:&lt;br /&gt;
&lt;br /&gt;
To recruit a character, you have to pay the fur and equipment cost as shown on their card slot in the row of available cards. The rulebook states: &amp;quot;You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The &#039;Recruitment Discount&#039; is the same as the strength of the card.&amp;lt;/b&amp;gt; This is important to know because you can&#039;t see the back of the card in this online version.&lt;br /&gt;
&lt;br /&gt;
Also note that when you use a character card this way, using its strength in lieu of equipment, that card is gone from your hand. So, when you camp and get your people back, the person won&#039;t be there. They ran off into the wilderness.&lt;br /&gt;
&lt;br /&gt;
== Tactical Tips ==&lt;br /&gt;
&lt;br /&gt;
* If a card appears in the recruitment row that helps you to move through mountains without using horses, you should probably try to buy it even if your Scout is still some way from the mountains. This is because you need to use Indians and an action to buy horses, and it is surprising how often you find that you run out of Indians just as you reach the mountains! The mountain cards will pay their way even on the river, because many of them have strength 2 or 3, which makes them useful for powering up, and as you approach the mountains, they allow your Scout to continue his advance before your next camp even if your Commander has to use all of his activations for river movement.&lt;br /&gt;
* If there are several cards in the recruitment row that you think are worth having and you don&#039;t want to leave them for your opponents, don&#039;t forget that you can use the Farewell space in the village to sweep them away. Obviously there is a risk that the replacement cards will be just as good or better, but the Farewell space also allows you to discard 3 cards from your hand, which can be useful if you need to camp, eg. to recover your Interpreter, or to take cards off the table that might help your opponents, or to disrupt the pattern of the camping cycles if you think it is not in your favour. Note that you lose the discarded cards permanently, though, which is not usually something that you want except towards the end of the game, when you need to reduce your hand size so that you can camp two or three times in quick succession in order to re-use your most efficient movement cards.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19084</id>
		<title>Gamehelplewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19084"/>
		<updated>2023-12-05T20:47:17Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Tactical Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark is a board game in which the players manage an expedition intended to cross the North American continent.&lt;br /&gt;
* Their goal is to be the first to reach the Pacific.&lt;br /&gt;
* Each one has their own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey.&lt;br /&gt;
* They have to cleverly manage their characters and also the resources they find along the way.&lt;br /&gt;
* Beware, sometimes frugality is better than abundance.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark features dual use cards.&lt;br /&gt;
* To be activated, one card must be combined with another one, which becomes unavailable for a while.&lt;br /&gt;
* Thus, players are faced with a constant dilemma: play a card or sacrifice it.&lt;br /&gt;
* During the game, each player acquires character cards that enlarge their hand, building a crew that gives them more options but it needs to be optimised as they will recycle their cards more slowly.&lt;br /&gt;
* This new &amp;quot;hand building&amp;quot; mechanism fits strongly with the historical background.&lt;br /&gt;
* Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players&#039; positions are crucial.&lt;br /&gt;
&lt;br /&gt;
RECRUITMENT PHASE - Note:&lt;br /&gt;
&lt;br /&gt;
To recruit a character, you have to pay the fur and equipment cost as shown on their card slot in the row of available cards. The rulebook states: &amp;quot;You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The &#039;Recruitment Discount&#039; is the same as the strength of the card.&amp;lt;/b&amp;gt; This is important to know because you can&#039;t see the back of the card in this online version.&lt;br /&gt;
&lt;br /&gt;
Also note that when you use a character card this way, using its strength in lieu of equipment, that card is gone from your hand. So, when you camp and get your people back, the person won&#039;t be there. They ran off into the wilderness.&lt;br /&gt;
&lt;br /&gt;
== Tactical Tips ==&lt;br /&gt;
&lt;br /&gt;
* If a card appears in the recruitment row that helps you to move through mountains without using horses, you should probably try to buy it even if your Scout is still some way from the mountains. This is because you need to use Indians and an action to buy horses, and it is surprising how often you find that you run out of Indians just as you reach the mountains! The mountain cards will pay their way even on the river, because many of them have strength 2 or 3, which makes them useful for powering up, and they also allow you to continue moving before you camp even after you have used your Commander.&lt;br /&gt;
* If there are several cards in the recruitment row that you think are worth having and you don&#039;t want to leave them for your opponents, don&#039;t forget that you can use the Farewell space in the village to sweep them away. Obviously there is a risk that the replacement cards will be just as good or better, but the Farewell space also allows you to discard 3 cards from your hand, which can be useful if you need to camp, eg. to recover your Interpreter, or to take cards off the table that might help your opponents, or to disrupt the pattern of the camping cycles if you think it is not in your favour. Note that you lose the discarded cards permanently, though, which is not usually something that you want except towards the end of the game, when you need to reduce your hand size so that you can camp two or three times in quick succession in order to re-use your most efficient movement cards.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19083</id>
		<title>Gamehelplewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplewisclark&amp;diff=19083"/>
		<updated>2023-12-05T20:34:34Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers – Meriwether Lewis and William Clark – to discover this huge terra incognita.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark is a board game in which the players manage an expedition intended to cross the North American continent.&lt;br /&gt;
* Their goal is to be the first to reach the Pacific.&lt;br /&gt;
* Each one has their own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey.&lt;br /&gt;
* They have to cleverly manage their characters and also the resources they find along the way.&lt;br /&gt;
* Beware, sometimes frugality is better than abundance.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Lewis &amp;amp; Clark features dual use cards.&lt;br /&gt;
* To be activated, one card must be combined with another one, which becomes unavailable for a while.&lt;br /&gt;
* Thus, players are faced with a constant dilemma: play a card or sacrifice it.&lt;br /&gt;
* During the game, each player acquires character cards that enlarge their hand, building a crew that gives them more options but it needs to be optimised as they will recycle their cards more slowly.&lt;br /&gt;
* This new &amp;quot;hand building&amp;quot; mechanism fits strongly with the historical background.&lt;br /&gt;
* Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players&#039; positions are crucial.&lt;br /&gt;
&lt;br /&gt;
RECRUITMENT PHASE - Note:&lt;br /&gt;
&lt;br /&gt;
To recruit a character, you have to pay the fur and equipment cost as shown on their card slot in the row of available cards. The rulebook states: &amp;quot;You can partially or completely pay the required Equipment by discarding one (and only one) card from your hand. Then you save as many Equipment as indicated by the Recruitment Discount on the back of the discarded card.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The &#039;Recruitment Discount&#039; is the same as the strength of the card.&amp;lt;/b&amp;gt; This is important to know because you can&#039;t see the back of the card in this online version.&lt;br /&gt;
&lt;br /&gt;
Also note that when you use a character card this way, using its strength in lieu of equipment, that card is gone from your hand. So, when you camp and get your people back, the person won&#039;t be there. They ran off into the wilderness.&lt;br /&gt;
&lt;br /&gt;
== Tactical Tips ==&lt;br /&gt;
&lt;br /&gt;
* If a card appears in the recruitment row that helps you to move through mountains without using horses, you should probably try to buy it even if your Scout is still some way from the mountains. This is because you need to use Indians and an action to buy horses, and it is surprising how often you find that you run out of Indians just as you reach the mountains! The mountain cards will pay their way even on the river, because many of them have strength 2 or 3, which makes them useful for powering up, and they also allow you to continue moving before you camp even after you have used your Commander.&lt;br /&gt;
* If there are several cards in the recruitment row that you think are worth having and you don&#039;t want to leave them for your opponents, don&#039;t forget that you can use the Farewell space in the village to sweep them away. Obviously there is a risk that the replacement cards will be just as good or better, but the Farewell space also allows you to discard 3 cards from your hand, which can be useful if you need to camp, eg. to recover your Interpreter, or to take cards off the table that might help your opponents, or to disrupt the pattern of the camping cycles if you think it is not in your favour.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=16847</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=16847"/>
		<updated>2023-05-05T17:06:45Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Building Actions */&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;
[[Category:Board games]]&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 one or two cards for money. The tile will tell you which card(s) to discard and how much you will receive for doing so. Note that you can make only a single discard, even if you have other cards in hand that match the building action.&lt;br /&gt;
&lt;br /&gt;
* Go to the cattle market. &lt;br /&gt;
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. &lt;br /&gt;
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. &lt;br /&gt;
** 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). &lt;br /&gt;
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. &lt;br /&gt;
** You can also use 1 cowboy to add 2 more cards to the cattle market.&lt;br /&gt;
** Note that you do not lose any cowboys by using them at the market - you only need to have them on your player board.&lt;br /&gt;
** All of the cows that you purchase at the market give you the victory points marked on them at the end of the game (the cows that you start with do not give any victory points).&lt;br /&gt;
&lt;br /&gt;
* Build a building. &lt;br /&gt;
** The buildings do not have to be built in order, but your choice will usually be limited by the number of craftsmen on your player board.&lt;br /&gt;
** Each building tile shows how many craftsmen it requires, and you must usually spend 2 coins for each craftsman. However, you can overbuild one of your tiles already on the board if you have as many craftsmen as the difference between those required for the original building and the new one; if you do this, you pay only for the extra craftsmen (the original building is permanently lost, and does not give you any victory points).&lt;br /&gt;
** Building tiles on the map award points to their owners at the end of the game, both because they have points marked on them, and because they might contribute to achieving objective cards or claiming points from Stationmaster tiles.&lt;br /&gt;
&lt;br /&gt;
* Move your train. &lt;br /&gt;
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). &lt;br /&gt;
** Some train movement actions are free and some require a payment, whilst the movement allowed by others is dependent on the number of engineers you have, including the one you start with.&lt;br /&gt;
** All of these actions allow you to move to an unoccupied station siding. If you end your movement at a station and there is not already one of your discs there, you can pay (but you don&#039;t have to - you might just want to block the station!) to place a disc on the station, gaining points and uncovering another ability on your player mat. Note that if you do not place a disc, you cannot do so in a future turn unless you first leave the station and then return.&lt;br /&gt;
** In the turn when you place a disc on a station, you can also take the Stationmaster tile, if it is still available, by replacing it with one of your purchased workers (not one of the workers you start with). This will give you a one-time bonus or one or two permanent certificates, and possibly also some conditional victory points at the end of the game. Note that you lose the chance to take the Stationmaster tile if you do not do so in the turn when you place your disc.&lt;br /&gt;
&lt;br /&gt;
* Hire more workers. &lt;br /&gt;
** The cost to hire is based on which row the worker has been placed on.&lt;br /&gt;
** Only workers in rows above the round marker are available.&lt;br /&gt;
** If hiring a worker covers an action on your board, immediately perform that action if able. &lt;br /&gt;
** Workers in the 5th and 6th column of your board are worth extra points - up to 24 points in total if you fill all of the worker spaces.&lt;br /&gt;
&lt;br /&gt;
* Trade with the natives/outlaws. &lt;br /&gt;
** Pick up the native/outlaw tile and gain coins or an exchange token based on its position. Note that you cannot pick up one of these tiles by landing on it.&lt;br /&gt;
&lt;br /&gt;
* Clear a hazard. &lt;br /&gt;
** Pay money, then pick up a hazard tile of your choice from the board. (Notice that you can also pick up a hazard tile for free whenever you place a cowboy on the 4th space on the cowboy track.)&lt;br /&gt;
** These tiles will award points at the end of the game, both because they have points marked on them, and because they might contribute to achieving objective cards or claiming points from Stationmaster tiles.&lt;br /&gt;
&lt;br /&gt;
* Take auxiliary actions. &lt;br /&gt;
** 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. &lt;br /&gt;
## These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. &lt;br /&gt;
## 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. &lt;br /&gt;
## 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). You must keep any cards that were left in your hand, including objective cards (objective cards can be played to the table at any time during your turn, but such objectives cards must be satisfied at the end of the game, otherwise they will impose a victory point penalty).&lt;br /&gt;
&lt;br /&gt;
==== End Game ====&lt;br /&gt;
&lt;br /&gt;
End game is triggered when a player places a worker tile onto the last space of the job market, moving the job market token off the bottom of the market.   They finish their turn, and each other player has a last turn.  &lt;br /&gt;
&lt;br /&gt;
Then scoring takes place:&lt;br /&gt;
&lt;br /&gt;
*1 VP per 5 dollars&lt;br /&gt;
&lt;br /&gt;
*VP from building tiles on the board&lt;br /&gt;
&lt;br /&gt;
*VP from disks on the city crests (don&#039;t forget to subtract 6 VP for each disc that you placed on Kansas City).&lt;br /&gt;
&lt;br /&gt;
*VP next to train stations where you have a disc.&lt;br /&gt;
&lt;br /&gt;
*VP from hazard tiles&lt;br /&gt;
&lt;br /&gt;
*VP from all cattle cards with VP&#039;s on&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from all your objective cards, whether in your decks or on the table. Note that each building, hazard tile, etc can be counted towards only one objective.&lt;br /&gt;
 &lt;br /&gt;
*Subtract VP&#039;s for any objective cards &amp;lt;u&amp;gt;on the table&amp;lt;/u&amp;gt; that were not completely satisfied.&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from Stationmaster tiles. Note that buildings, hazard tiles, etc can be counted towards these VP&#039;s even if they have already been &#039;used&#039; to satisfy objective cards.&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from workers in 5th or 6th column on your player board (so a maximum of 24 VP&#039;s).&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from removing certain discs on your player board.&lt;br /&gt;
&lt;br /&gt;
*2 VP for the job market token.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=16846</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=16846"/>
		<updated>2023-05-05T17:05:28Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Building Actions */&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;
[[Category:Board games]]&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 one or two cards for money. The tile will tell you which card(s) to discard and how much you will receive for doing so. Note that you can make only a single discard, even if you have other cards in hand that match the building action.&lt;br /&gt;
&lt;br /&gt;
* Go to the cattle market. &lt;br /&gt;
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. &lt;br /&gt;
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. &lt;br /&gt;
** 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). &lt;br /&gt;
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. &lt;br /&gt;
** You can also use 1 cowboy to add 2 more cards to the cattle market.&lt;br /&gt;
** Note that you do not lose any cowboys by using them at the market - you only need to have them on your player board.&lt;br /&gt;
** All of the cows that you purchase at the market give you the victory points marked on them at the end of the game (the cows that you start with do not give any victory points).&lt;br /&gt;
&lt;br /&gt;
* Build a building. &lt;br /&gt;
** The buildings do not have to be built in order, but your choice will usually be limited by the number of craftsmen on your player board.&lt;br /&gt;
** Each building tile shows how many craftsmen it requires, and you must usually spend 2 coins for each craftsman. However, you can overbuild one of your tiles already on the board if you have as many craftsmen as the difference between those required for the original building and the new one; if you do this, you pay only for the extra craftsmen (the original building is permanently lost, and does not give you any victory points).&lt;br /&gt;
** Note that you will earn points just for having buildings on the map.&lt;br /&gt;
** Building tiles on the map award points to their owners at the end of the game, both because they have points marked on them, and because they might contribute to achieving objective cards or claiming points from Stationmaster tiles.&lt;br /&gt;
&lt;br /&gt;
* Move your train. &lt;br /&gt;
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). &lt;br /&gt;
** Some train movement actions are free and some require a payment, whilst the movement allowed by others is dependent on the number of engineers you have, including the one you start with.&lt;br /&gt;
** All of these actions allow you to move to an unoccupied station siding. If you end your movement at a station and there is not already one of your discs there, you can pay (but you don&#039;t have to - you might just want to block the station!) to place a disc on the station, gaining points and uncovering another ability on your player mat. Note that if you do not place a disc, you cannot do so in a future turn unless you first leave the station and then return.&lt;br /&gt;
** In the turn when you place a disc on a station, you can also take the Stationmaster tile, if it is still available, by replacing it with one of your purchased workers (not one of the workers you start with). This will give you a one-time bonus or one or two permanent certificates, and possibly also some conditional victory points at the end of the game. Note that you lose the chance to take the Stationmaster tile if you do not do so in the turn when you place your disc.&lt;br /&gt;
&lt;br /&gt;
* Hire more workers. &lt;br /&gt;
** The cost to hire is based on which row the worker has been placed on.&lt;br /&gt;
** Only workers in rows above the round marker are available.&lt;br /&gt;
** If hiring a worker covers an action on your board, immediately perform that action if able. &lt;br /&gt;
** Workers in the 5th and 6th column of your board are worth extra points - up to 24 points in total if you fill all of the worker spaces.&lt;br /&gt;
&lt;br /&gt;
* Trade with the natives/outlaws. &lt;br /&gt;
** Pick up the native/outlaw tile and gain coins or an exchange token based on its position. Note that you cannot pick up one of these tiles by landing on it.&lt;br /&gt;
&lt;br /&gt;
* Clear a hazard. &lt;br /&gt;
** Pay money, then pick up a hazard tile of your choice from the board. (Notice that you can also pick up a hazard tile for free whenever you place a cowboy on the 4th space on the cowboy track.)&lt;br /&gt;
** These tiles will award points at the end of the game, both because they have points marked on them, and because they might contribute to achieving objective cards or claiming points from Stationmaster tiles.&lt;br /&gt;
&lt;br /&gt;
* Take auxiliary actions. &lt;br /&gt;
** 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. &lt;br /&gt;
## These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. &lt;br /&gt;
## 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. &lt;br /&gt;
## 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). You must keep any cards that were left in your hand, including objective cards (objective cards can be played to the table at any time during your turn, but such objectives cards must be satisfied at the end of the game, otherwise they will impose a victory point penalty).&lt;br /&gt;
&lt;br /&gt;
==== End Game ====&lt;br /&gt;
&lt;br /&gt;
End game is triggered when a player places a worker tile onto the last space of the job market, moving the job market token off the bottom of the market.   They finish their turn, and each other player has a last turn.  &lt;br /&gt;
&lt;br /&gt;
Then scoring takes place:&lt;br /&gt;
&lt;br /&gt;
*1 VP per 5 dollars&lt;br /&gt;
&lt;br /&gt;
*VP from building tiles on the board&lt;br /&gt;
&lt;br /&gt;
*VP from disks on the city crests (don&#039;t forget to subtract 6 VP for each disc that you placed on Kansas City).&lt;br /&gt;
&lt;br /&gt;
*VP next to train stations where you have a disc.&lt;br /&gt;
&lt;br /&gt;
*VP from hazard tiles&lt;br /&gt;
&lt;br /&gt;
*VP from all cattle cards with VP&#039;s on&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from all your objective cards, whether in your decks or on the table. Note that each building, hazard tile, etc can be counted towards only one objective.&lt;br /&gt;
 &lt;br /&gt;
*Subtract VP&#039;s for any objective cards &amp;lt;u&amp;gt;on the table&amp;lt;/u&amp;gt; that were not completely satisfied.&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from Stationmaster tiles. Note that buildings, hazard tiles, etc can be counted towards these VP&#039;s even if they have already been &#039;used&#039; to satisfy objective cards.&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from workers in 5th or 6th column on your player board (so a maximum of 24 VP&#039;s).&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from removing certain discs on your player board.&lt;br /&gt;
&lt;br /&gt;
*2 VP for the job market token.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=16330</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=16330"/>
		<updated>2023-03-17T12:55:34Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Exploration Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the galaxy populates with random hidden counters (square tokens) and your Homeworld will appear with the following units:&lt;br /&gt;
* Shipyard&lt;br /&gt;
* Miner&lt;br /&gt;
* Scouts (x3)&lt;br /&gt;
* Colony Ships (x3)&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Space Empires 4X is played with 3 normal turns followed by an Economic Phase and then repeated. &lt;br /&gt;
On turn one, a die is rolled to determine first player. In future turns, first player is determined through bidding in the Economic Phase.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Your units can move into adjacent hexes based on your Movement Technology Level, which starts at 1 hex. During your Move phase you can move one, some, all, or none of your units. When you develop your Movement Technology and Upgrade your ship(s) you are able to move additional hex spaces:&lt;br /&gt;
* Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3.&lt;br /&gt;
* Level 4: Ships move 2 spaces in all turns.&lt;br /&gt;
* Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3.&lt;br /&gt;
* Level 6: Ships move 2 spaces in turn 1 and then 3 spaces in turns 2-3.&lt;br /&gt;
* Level 7: Ships move 3 spaces in all turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn.&lt;br /&gt;
Bases and Ship Yards do not move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See the Exploration section for additional notes regarding the use of this technology.&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=16329</id>
		<title>Gamehelpspaceempires</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspaceempires&amp;diff=16329"/>
		<updated>2023-03-17T12:53:13Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Exploration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss this game in the [https://boardgamearena.com/group?id=10418422 Space Empires Group].&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, please [https://boardgamearena.com/bugs?game=1488 fill out a bug report here]!&lt;br /&gt;
&lt;br /&gt;
= Space Empires 4X =&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&#039;&#039;&#039;Space Empires 4X&#039;&#039;&#039; is a game in the 4X empire-building genre (&#039;&#039;eXplore, eXpand, eXploit, eXterminate&#039;&#039;) for one to four players. Eliminating your opponent&#039;s Homeworld wins you the game. Beginners should start with the Basic Rules. The galaxy game board is made up of hexes and your pieces are square counters (aka chits or tokens). All dice rolls in the game are done with a 10-sided die and &amp;quot;0&amp;quot; equals 10.&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
Choose the hex in your Home System where you&#039;d like your Homeworld to be located.&lt;br /&gt;
Once all players have made their choice, the galaxy populates with random hidden counters (square tokens) and your Homeworld will appear with the following units:&lt;br /&gt;
* Shipyard&lt;br /&gt;
* Miner&lt;br /&gt;
* Scouts (x3)&lt;br /&gt;
* Colony Ships (x3)&lt;br /&gt;
&lt;br /&gt;
== Sequence of Play ==&lt;br /&gt;
Space Empires 4X is played with 3 normal turns followed by an Economic Phase and then repeated. &lt;br /&gt;
On turn one, a die is rolled to determine first player. In future turns, first player is determined through bidding in the Economic Phase.&lt;br /&gt;
&lt;br /&gt;
# Determine player order&lt;br /&gt;
# Turn One:&lt;br /&gt;
#* Player 1&lt;br /&gt;
## Movement&lt;br /&gt;
## Combat&lt;br /&gt;
## Exploration&lt;br /&gt;
#* Players 2-4: Same as Player 1&lt;br /&gt;
# Turn Two: Same as Turn One&lt;br /&gt;
# Turn Three: Same as Turn One&lt;br /&gt;
# Economic Phase: All players conduct this phase simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Your units can move into adjacent hexes based on your Movement Technology Level, which starts at 1 hex. During your Move phase you can move one, some, all, or none of your units. When you develop your Movement Technology and Upgrade your ship(s) you are able to move additional hex spaces:&lt;br /&gt;
* Level 2: Ships move 1 space in turns 1-2 and then 2 spaces in turn 3.&lt;br /&gt;
* Level 3: Ships move 1 space in turn 1 and then 2 spaces in turns 2-3.&lt;br /&gt;
* Level 4: Ships move 2 spaces in all turns.&lt;br /&gt;
* Level 5: Ships move 2 spaces in turns 1-2 and then 3 spaces in turn 3.&lt;br /&gt;
* Level 6: Ships move 2 spaces in turn 1 and then 3 spaces in turns 2-3.&lt;br /&gt;
* Level 7: Ships move 3 spaces in all turns.&lt;br /&gt;
Mining Ships, Colony Ships, MS Pipelines, and Mines only ever move 1 space per turn.&lt;br /&gt;
Bases and Ship Yards do not move.&lt;br /&gt;
&lt;br /&gt;
=== Movement Restrictions ===&lt;br /&gt;
Units may not enter a hex with a face-down (unexplored) System marker, a Nebula, or Asteroids, unless it starts its turn adjacent to it. Entering a hex with any of these markers ends that unit’s movement, regardless of its Movement Technology Level.&lt;br /&gt;
&lt;br /&gt;
Moving a unit without Attack Strength (ie: Miners, Colony Ships, or Decoys) into a hex with a face-down (unexplored) System marker, enemy unit, or enemy colony is not allowed &#039;&#039;unless&#039;&#039; a combat capable ship has also entered that hex.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Occupied Hexes ===&lt;br /&gt;
If you enter a hex occupied by a combat-capable enemy unit you &#039;&#039;&#039;must&#039;&#039;&#039; stop movement and attack during the Combat phase. If the hex is occupied by enemy units without combat capability, they are immediately destroyed and do not impede movement. You may ignore an enemy Colony and move through the planet or you may stop and attack it during Combat phase.&lt;br /&gt;
&lt;br /&gt;
=== Planets and Colonization ===&lt;br /&gt;
Planets without Colonies do not affect your movement and may be Colonized by a Colony Ship. If a Colony is destroyed the planet may be re-colonized.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Colonization ====&lt;br /&gt;
Move your Colony Ship onto the Planet and Colonize it. Your crew will dismantle the Colony Ship to start your new Colony. Your Colonies grow during future Economic Phases, from 1 CP, to 3 CP, to 5 CP maximum.&lt;br /&gt;
&lt;br /&gt;
==== Colonizing Barren Planets ====&lt;br /&gt;
You may encounter Barren (monochrome colored) planets while scouting. If you have developed Terra-forming Technology you can Colonize it just like a habitable planet. Once Colonized, it performs just like any other planet. If the Colony is destroyed, however, it will revert to a Barren Planet.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The Combat Phase occurs whenever two enemy units occupy the same System (hex). The player that moved into the occupied System is the Attacker. If there is more than one battle, the Attacker will choose the order. During Combat both attacker and defender will fire, often multiple times, until only one player remains in the System. Combat may last any number of rounds.&lt;br /&gt;
&lt;br /&gt;
=== Combat Procedure ===&lt;br /&gt;
The Combat Phase window appears with opposing ships organized along battles lines and Class level (A through E). Any Decoy units are destroyed at start of Combat.&lt;br /&gt;
&lt;br /&gt;
==== Combat Screening ====&lt;br /&gt;
A player with a greater number of Combat capable ships than their opponent may optionally choose to Screen ships from Combat (up to the difference in ship count). Screened ships may not fire or be fired upon for that Combat round and they may Retreat on their turn. Screened ships can be changed each Combat round. Non-combat ships are automatically Screened.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Size Bonus ====&lt;br /&gt;
At the start of each Combat round, if your fleet is twice as large as your opponent, your firing units receive +1 Attack bonus. Mines do not count towards Fleet Size.&lt;br /&gt;
&lt;br /&gt;
==== Resolve Combat ====&lt;br /&gt;
Starting with your A Class units, and proceeding down through every Class, each ship has the opportunity to fire one time. A ship can be a target more than once. After the first round of Combat any firing unit may instead choose to Retreat.&lt;br /&gt;
&lt;br /&gt;
=== Firing Order ===&lt;br /&gt;
Combat is not simultaneous. A Class fires before B, B fires before C, etc. If Combat units have equal Class, the units with higher Tactics technology fire first. If Combat units have equal Class and Tactics, the defender fires first.&lt;br /&gt;
&lt;br /&gt;
If Combat occurs in a System (hex) occupied by Asteroids or Nebulae then all ships are affected and considered Class E no matter what their original Class.&lt;br /&gt;
&lt;br /&gt;
=== Who May Fire ===&lt;br /&gt;
A unit (ship) with Attack Strength may fire at any opposing unit unless Screened. Ships in the same Group each fire and may choose unique targets.&lt;br /&gt;
&lt;br /&gt;
=== Non-Combat Units ===&lt;br /&gt;
Colony Ships, Mining Ships, and MS Pipelines have no Combat ability and will be destroyed if caught alone or if all other Combat capable units are destroyed or retreat. They may not retreat. Colonies (planets) have no Combat abilities but are not automatically destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Fire Resolution ===&lt;br /&gt;
Select your Attacking unit and your target. Your Attack Strength is the sum of your unit&#039;s Attack Strength plus its Attack Technology Level. Add a +1 bonus if Fleet Size Bonus is in effect. Your target&#039;s Defense is the sum of its Defense Strength plus its Defense Technology Level and this result is subtracted from your Attack Strength to determine your &amp;quot;To Hit&amp;quot; number. A die is rolled for each attacking ship and must be equal or less than the &amp;quot;To Hit&amp;quot; number to succeed. A die roll of 1 will always hit. &lt;br /&gt;
&lt;br /&gt;
=== Recording Hits ===&lt;br /&gt;
Damage is cumulative through Combat and once a ship&#039;s damage equals its Hull Size, it is destroyed. Ships in a group may only be targeted one at a time. Hits to a ship do not affect abilities or performance in any way. &lt;br /&gt;
&lt;br /&gt;
At the conclusion of Combat, any surviving ships will send their crews into repair mode and all damage will be removed.&lt;br /&gt;
&lt;br /&gt;
=== Special Conditions ===&lt;br /&gt;
; Asteroids&lt;br /&gt;
: When Combat occurs in a System with Asteroids, all ships are considered Class E and their Attack Technology Level is considered to be zero. Attack Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
; Nebula&lt;br /&gt;
: When Combat occurs in a System with a Nebula, all ships are considered Class E and their Defense Technology Level is considered to be zero. Defense Strength is not affected. Fire order depends on Tactics.&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
After the first round of Combat, any Combat capable ship may instead choose to Retreat to an adjacent System (hex) which is the same distance, or less, from one of its colonies. That System must not contain enemy units or be an unexplored System. If there is no legal retreat System available, Retreat is not possible. Bases and Ship Yards cannot retreat, nor can Colony Ships, Mining Ships, or MS Pipelines as they are too slow.&lt;br /&gt;
Be warned that this rule can lead to seemingly counter-intuitive retreats, which are perfectly legal: an enemy fleet CAN retreat towards one of your colonies if that square is at least the same distance from one of the retreating party&#039;s colonies. To stop this you may try to surround embattled hexes with weak or even non-military units (such as decoys, miners or scouts) which will prevent enemy forces retreating into their square.&lt;br /&gt;
This discussion thread may be helpful: https://boardgamegeek.com/thread/2862734/whats-your-opinion-retreat-rule&lt;br /&gt;
&lt;br /&gt;
=== Colonies and Combat ===&lt;br /&gt;
Once all ships in a System have been destroyed or Retreated, you may attack an enemy Colony or Homeworld. Each of your ships may fire once and the Colony cannot fire back (it has no Defense Strength or Defense Technology). The attacking ship&#039;s Attack Strength and Attack Technology are used to determine success at firing. &lt;br /&gt;
&lt;br /&gt;
A hit will reduce the Colony one step (ie: 2), so a Colony with 5 CP is reduced to 3 CP, 3 CP is reduced to 1 CP, and 1 CP is destroyed if hit. A newly colonized Planet with a grounded Colony Ship on it also only requires one hit to destroy. The empty Planet may be colonized again in the future. Damaged Colonies function normally and will grow again in the next Economic Phase.&lt;br /&gt;
&lt;br /&gt;
A hit will reduce a Homeworld one step (ie: 5), so a Homeworld with 20 CP is reduced to 15 CP, 15 CP is reduced to 10 CP, 10 CP to 5 CP, and 5 CP is destroyed if hit.&lt;br /&gt;
&lt;br /&gt;
=== Post Combat ===&lt;br /&gt;
Ships revealed in Combat will stay face-up and can be examined by other players until they return to one of their Colonies where they can flip face-down again.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
At the start of the game all Systems (hexes) are unexplored, except for the players&#039; Homeworlds. If a unit (ship) lands on an unexplored space it &#039;&#039;&#039;must&#039;&#039;&#039; explore that system and apply any effects immediately.&lt;br /&gt;
&lt;br /&gt;
Before beginning its movement, a Cruiser with Exploration Tech level 1 can &#039;explore&#039; an adjacent hex by peeking at the counter there (on BGA, click as if you were moving into the hex, then click the &#039;use Exploration tech&#039; button in the prompt area). It then has the choice to reveal or hide the counter. On BGA, if the Cruiser hides the counter, the counter remains hidden unless it is a Mineral 10 or a Space Wreck, in which case it is revealed during the Exploration phase of the player&#039;s third turn (unless a ship moves into the hex, of course). Also on BGA, it appears that a ship cannot move into a hex with a counter that has been peeked at and hidden, unless it begins the turn adjacent to that hex (perhaps this is a bug?).&lt;br /&gt;
&lt;br /&gt;
=== Planets, Nebulae, Asteroids ===&lt;br /&gt;
* Planets: Can be Colonized&lt;br /&gt;
* Nebulae &amp;amp; Asteroids: Affect Movement and Combat&lt;br /&gt;
&lt;br /&gt;
=== Minerals === &lt;br /&gt;
Mineral counters represent valuable resources. They do not affect Movement or Combat and cannot be voluntarily destroyed. Minerals can be towed away to one of your Colonies or your Homeworld by a Mining ship. Each Mining Ship can tow one Mineral counter. There is no cost to pick up or deposit Minerals. You may deposit more than one Mineral per Colony/Homeworld. During the Economic Phase they generate the amount of CP printed on the counter.&lt;br /&gt;
&lt;br /&gt;
If a Mining Ship is destroyed while towing a Mineral, the Mineral is also destroyed. If a Colony with Minerals is destroyed before the Economic Phase, the Mineral is also destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Black Holes ===&lt;br /&gt;
Discovery of a Black Hole in a hex requires units to stop and make a roll to determine survival. Each unit must roll so observant enemies will see how many ships entered the System. A roll of 1-6 and the unit survives, 7-10 means the unit is destroyed. Surviving units may continue any remaining Movement. Black Holes remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Danger! ===&lt;br /&gt;
Space is full of danger. When this counter is discovered, all units there are destroyed. The hex remains empty in the future.&lt;br /&gt;
&lt;br /&gt;
=== Super Nova ===&lt;br /&gt;
Super Novas dominate an entire sector. If a unit moving into a hex discovered a Super Nova, they must return to the hex they came from. Units may not move or retreat into a Super Nova. Super Novas remain for the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Lost in Space ===&lt;br /&gt;
When this counter is discovered by your unit(s), the player to your right shifts your unit(s) 1 hex in any direction. If that hex contains an unexplored system it must be explored. If it contains an enemy you must enter Combat. After leaving the Lost in Space hex, the counter is removed and the hex remains empty for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Space Wreck ===&lt;br /&gt;
A Space Wreck can be picked up and deposited just like a Mineral. It will provide a free Technology upgrade instead of CP. To determine which Technology, roll a die and consult the list:&lt;br /&gt;
* 1-2: Ship Size upgrade&lt;br /&gt;
* 3-4: Attack upgrade&lt;br /&gt;
* 5-6: Defense upgrade&lt;br /&gt;
* 7: Tactics upgrade&lt;br /&gt;
* 8-9: Move upgrade&lt;br /&gt;
*10: Ship Yard upgrade&lt;br /&gt;
If the Technology Level is already at maximum the free upgrade is wasted.&lt;br /&gt;
&lt;br /&gt;
== Economic Phase ==&lt;br /&gt;
During the Economic Phase you will see the amount of CP (Colonization Points) generated by your Homeworld/Colonies* and any Minerals you have deposited. You will also have a negative number, which is the cost to keep your fleet Maintained and is equal to your collective Hull Sizes (see below). You may also optionally bid any number of CP to win the choice of player order for the next 3 turns. If nobody bids or there is a tie, the current first player retains the position in first. The remaining CP balance can be spent on Technology Level upgrades and/or you can click on any of your Colonized Planets or Homeworld to see which ship units can be built there. Unspent CP can be carried forward to the next Economic Phase but never more than 30 CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Colonies occupied by an enemy unit with Attack Strength are in &#039;&#039;&#039;Blockade&#039;&#039;&#039; and do not generate CP or Mineral income (they can still Grow, however).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Maintenance Costs ===&lt;br /&gt;
Each ship&#039;s Hull Size is equal to its maintenance cost. Bases, Colonies, Colony Ships, Ship Yards, and Mining Ships do not have a Maintenance Cost.&lt;br /&gt;
&lt;br /&gt;
=== Purchase Units and Technology ===&lt;br /&gt;
Costs for Units and Technology are printed on the Ship Technology Chart and Research Chart. At the start of the game you may only build Scouts, Mining Ships, Colony Ships, Ship Yards, and Decoys. You may build other ships when you advance your Technology Levels.&lt;br /&gt;
&lt;br /&gt;
==== Ship Technology Level ====&lt;br /&gt;
Building a new unit (Ship) automatically builds it at your current Technology Level. You can purchase a Technology Level and a spaceship in the same Economic Phase and it will have the latest tech. Ships already in play, however, are not automatically upgraded (unless playing with Basic Rules options that provide Instant Upgrades).&lt;br /&gt;
&lt;br /&gt;
===== Purchase Limits =====&lt;br /&gt;
You may not build ships if all counters of that ship type are already in play (unless you Scuttle ships to reuse the counter).&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
Besides ships, you can spend your CPs on Technology Level upgrades. Refer to the Research Chart for each level&#039;s cost. Each Technology must be purchased in level order (no skipping over levels) and only one level of each tech may be purchased per Economic Phase.&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Technology ===&lt;br /&gt;
Improve your unit Combat abilities with these two techs. Note that your unit Hull Size limits your Attack and Defense levels to the same amount, never more. This is the only limit on technologies.&lt;br /&gt;
&lt;br /&gt;
=== Tactics Technology ===&lt;br /&gt;
Units/Groups that have a higher Tactics level will fire first in Combat.&lt;br /&gt;
&lt;br /&gt;
=== Ship Size Technology ===&lt;br /&gt;
In order to build larger and more powerful ships, you need to increase your Ship Size technology. You may use this new tech in the same Economic Turn it was purchased.&lt;br /&gt;
&lt;br /&gt;
=== Movement Technology ===&lt;br /&gt;
This dictates how fast (far) your ship may move.&lt;br /&gt;
&lt;br /&gt;
=== Ship Yard Technology ===&lt;br /&gt;
You start with a Ship Yard capable of building ships with a Hull Size of 1. Level 2 grants 1.5 Hull Size and Level 3 grants 2 Hull Size ships. Combine multiple Ship Yards on a Colony to build even larger ships.&lt;br /&gt;
&lt;br /&gt;
=== Terraforming Technology ===&lt;br /&gt;
Once purchased, your Colony Ships can Terraform Barren Planets. Colony Ships built prior to upgrade do not have Terraform.&lt;br /&gt;
&lt;br /&gt;
=== Exploration Technology ===&lt;br /&gt;
This tech provides your Cruiser Ships with advanced sensors which allow you to peek at &#039;&#039;one&#039;&#039; adjacent unexplored (face down) counter prior to moving. Once seen, you choose to reveal or leave it face down. If revealed and the counter has any immediate effect, it is discarded and any negative effects do not affect your Cruiser. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: This means that a Cruiser equipped with Exploration Technology can explore 2 hexes each turn (one with its Exploration Technology and one by moving into the hex).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Playing Pieces ==&lt;br /&gt;
&lt;br /&gt;
=== System Markers ===&lt;br /&gt;
Your Home System will contain randomly-placed face-down square counters. Each player&#039;s color (red, blue, green, or yellow) will show as an outline on the square counters within their System. The white-outlined counters between players&#039; Systems are &amp;quot;Deep Space&amp;quot; territory.&lt;br /&gt;
&lt;br /&gt;
=== Homeworld ===&lt;br /&gt;
Each player has one Homeworld, representing their starting planet/solar system from which they explore the galaxy. Each Homeworld produces 20 CPs (Construction Points). If your Homeworld is defeated by an enemy, you lose the game.&lt;br /&gt;
&lt;br /&gt;
=== Planets ===&lt;br /&gt;
Planets have no function until Colonized. Some planets are Barren and cannot be Colonized until Terra-formed. Habitable planets have a color matching the player Home System.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
A Planet that has been Colonized. Once populated, a Colony can grow from 1 CP, to 3 CP, to the maximum of 5 CP.&lt;br /&gt;
&lt;br /&gt;
=== Group ===&lt;br /&gt;
Your spaceships of the same type and Technology Level. Each spaceship Group can contain 1-6 units, which is hidden from the enemy until engaged in Combat. The backside of the counter only displays a ship, while the front contains all the details, including: Type, Class, Attack Strength, Defense Strength, Hull Size, and Group Number.&lt;br /&gt;
&lt;br /&gt;
Miners, Colony Ships, and MS Pipelines* are always single ships.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
The upper left corner contains the ship type followed by the group ID number.&lt;br /&gt;
* BB: Battleships&lt;br /&gt;
* BC: Battle Cruisers&lt;br /&gt;
* CA: Cruisers&lt;br /&gt;
* CV: Carriers*&lt;br /&gt;
* DD: Destroyers&lt;br /&gt;
* DN: Dreadnaughts&lt;br /&gt;
* F: Fighters*&lt;br /&gt;
* R: Raiders*&lt;br /&gt;
* SC: Scouts&lt;br /&gt;
* SW: Minesweepers*&lt;br /&gt;
* SY: Ship Yards&lt;br /&gt;
&#039;&#039;* denotes Advanced Rules ship types&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
This letter determines which ship fires first in Combat (A goes before B).&lt;br /&gt;
&lt;br /&gt;
==== Attack Strength - Defense Strength ====&lt;br /&gt;
The lower left corner contains two numbers with a dash between them. The first is your Attack Strength, which is the number you need to score a hit (a 4 means you must roll a 4 or less). The second number is your Defense Strength, which modifies the attacker&#039;s die roll, making it harder to hit your ship(s).&lt;br /&gt;
&lt;br /&gt;
==== Hull Size ====&lt;br /&gt;
The number in the lower right with an &amp;quot;x&amp;quot; is your unit Hull Size and indicates how many hits a ship in the group can take before being destroyed. Hull Size also determines the maintenance cost of the ship, the amount of technology that a ship can utilize, and the construction capacity needed to build a ship at a Ship Yard.&lt;br /&gt;
&lt;br /&gt;
=== Special Unit Types ===&lt;br /&gt;
&lt;br /&gt;
==== Bases ====&lt;br /&gt;
A Base is a defensive unit designed to protect a Colony. Only 1 base may be built per incoming-producing Colony (ie: not a brand new Colony) and it cannot move or retreat. A Base does not require a Ship Yard to be built. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Ship Yards ====&lt;br /&gt;
Ship Yards can only be built on an income-producing Colony, one per Planet. Additional Ship Yards (needed to increase Hull Size production) may be built in future Economic Phases. As Ship Yards are placed along side other units, they cannot produce new Units in the same Phase as their placement. Does not have a maintenance cost. Decoys, Bases, and Ship Yards to not require a Ship Yard to be built.&lt;br /&gt;
&lt;br /&gt;
==== Decoys ====&lt;br /&gt;
Decoys are unarmed, expendable ships that look just like larger ships or Groups to your opponents. Decoys do not explore, attack, or defend. They always move at the speed of your current Movement Technology Level. Decoys are revealed and destroyed if encountered alone by the enemy (enemy does not reveal themselves). If a Decoy is part of a friendly Group in Combat, it will be destroyed at start of Combat. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
==== Colony Ships ====&lt;br /&gt;
Colony Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They flip to their Colony side once they Colonize a Planet.&lt;br /&gt;
&lt;br /&gt;
==== Mining Ships ====&lt;br /&gt;
Mining Ships always represent a single ship, always stay face-up, and always move just 1 hex per turn. They are used to tow a Mineral or a Space Wreck counter back to one of your Colonies. Does not have a maintenance cost.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* Construction Point (CP): Your Homeworld and your Colonies (planets) produce Construction Points, which are used in the Economic Phase to purchase units, maintain your fleet, and develop technologies.&lt;br /&gt;
* Enemy: Any other player&#039;s unit(s)&lt;br /&gt;
* Group: A counter (token) that represents 1-6 spaceships of the same type. A group can be a single ship as group size is usually hidden from the enemy.&lt;br /&gt;
* Home System: The group of hexes where your Home System and Homeworld markers are placed.&lt;br /&gt;
* System: A single hex on the board.&lt;br /&gt;
* Unit: A Group, Decoy, Miner, Colony Ship, Base, Ship Yard, or MS Pipeline.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpegocentricworld&amp;diff=10475</id>
		<title>Gamehelpegocentricworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpegocentricworld&amp;diff=10475"/>
		<updated>2021-12-08T17:27:13Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
Each player controls a city, represented by her hand of cards. Each card has an &#039;&#039;&#039;Egocentrism&#039;&#039;&#039; value, and sometimes a special ability. &#039;&#039;&#039;The goal of each player is to finish the game with the smaller Egocentrism score&#039;&#039;&#039;. However, cards with high Egocentrism give advantages during the game. One game can be composed of one or several rounds.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, shuffle the 60 cards and form a deck face down at the center of the table. Flip the first card to initiate a discard pile. &lt;br /&gt;
At the beginning of each round, distribute 5 cards to each player to compose her hand. One player can’t look at the cards of the other players. &lt;br /&gt;
When the deck is empty, shuffle the discard pile and form a new deck face down with it. &lt;br /&gt;
Players then take turns clockwise. &lt;br /&gt;
For the first round,  randomly pick the first player. In each following round, the first player is the one with the highest score at the end of the previous round. Settle draws randomly.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding or playing a card&#039;&#039;&#039;: A card &#039;thrown&#039; into the discard pile is discarded when it came directly from the deck, or played when it came from the hand of a player. A discarded card is put face up on the discard pile without triggering its special ability. A played card is put face up on the discard pile and the player who played it can eventually trigger its special ability.&lt;br /&gt;
&lt;br /&gt;
During your turn, you must complete one of the following actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Draw&#039;&#039;&#039; and look secretly at the first card from the deck. Then you must EITHER discard it, OR keep it to replace one card from your hand. The replaced card is then played.&lt;br /&gt;
* &#039;&#039;&#039;Take the first card from the discard pile to replace one card from your hand&#039;&#039;&#039;. The replaced card is then played.&lt;br /&gt;
* &#039;&#039;&#039;Reveal a card from your hand&#039;&#039;&#039; of the same value as the first card on the discard pile and play it.&lt;br /&gt;
* &#039;&#039;&#039;Reveal a pair of cards&#039;&#039;&#039; with the same value from your hand and play one of the two. The other one stays in your hand.&lt;br /&gt;
* &#039;&#039;&#039;Say “STOP”&#039;&#039;&#039; so the round will end just before your next turn starts (this means the other players get one more turn).&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;8: 789&#039;&#039;&#039;: During your turn, when this card is in your hand or on top of the discard pile, you can use it as if it has a value of 7, 8 or 9.&lt;br /&gt;
* &#039;&#039;&#039;9: Black Shield&#039;&#039;&#039;: This special ability is not activated when the card is played. At the moment another player designates you to resolve special abilities &#039;&#039;&#039;Two Cards&#039;&#039;&#039; or &#039;&#039;&#039;Magnifying Glass&#039;&#039;&#039;, you can reveal and play this card immediately and cancel the effect of this special ability.&lt;br /&gt;
* &#039;&#039;&#039;10: Magnifying Glass&#039;&#039;&#039;: Designate a player and look secretly at all the cards in her hand.&lt;br /&gt;
* &#039;&#039;&#039;11: Two Cards&#039;&#039;&#039;: Designate two players (you can be one of them) and exchange two cards from their hands. In the hand of each player, you can either take a card secretly -chosen freely if it is in your hand or randomly picked in another player’s hand- or announce a specific value. If the player has a card with this value, she must exchange it. If you announce a wrong value for one or both players, the exchange is cancelled and you must draw and add to your hand a card as a penalty.&lt;br /&gt;
&#039;&#039;Game info:&#039;&#039; You can select one or two players, one of your cards and the card that you wish from the first player clockwise (or none if you want to randomly pick one of his cards). Once the first player has agreed, you can select the card you wish from the second player (or none).&lt;br /&gt;
* &#039;&#039;&#039;12: Hourglass&#039;&#039;&#039;: You can play another turn after this one.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A round ends immediately if a player has no more cards in hand. When a round ends, each player sums up the Egocentrism values in her hand. The player with &#039;&#039;&#039;the lowest score wins&#039;&#039;&#039;.&lt;br /&gt;
During a game with multiple rounds, each player adds up her scores at each round. Rounds are played until one player reaches 50. Then, &#039;&#039;&#039;the player with the highest total wins&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpblaze&amp;diff=9200</id>
		<title>Gamehelpblaze</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpblaze&amp;diff=9200"/>
		<updated>2021-08-22T10:44:55Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* THE 1ST PHASE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blaze is a card game for 3 to 5 players. It is based on the Russian classic Durak, which is played by millions of people worldwide. Durak is all about not being the loser. Blaze builds upon the unique gameplay of Durak, but is about winning – and being the last player with cards in hand does not necessarily mean losing the game.&lt;br /&gt;
&lt;br /&gt;
Blaze is played over the course of 2 rounds. Each round has 2 phases.&lt;br /&gt;
&lt;br /&gt;
1st Phase: Players try to improve their hand cards and avoid adding more cards to their hand.&lt;br /&gt;
&lt;br /&gt;
2nd Phase: Players try to get rid of their hand cards as soon as possible to win valuable Feather cards.&lt;br /&gt;
&lt;br /&gt;
== THE 1ST PHASE ==&lt;br /&gt;
&lt;br /&gt;
[A sentence appears to be missing here, explaining how the trump suit is determined.]&lt;br /&gt;
&#039;&#039;&#039;STARTING THE CHALLENGE&#039;&#039;&#039;&lt;br /&gt;
You become the active player and have to challenge the player to your left. To do so, play any card from your hand faceup in front of them. You can add more cards of the same value in any suit combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REJECTING CARDS&#039;&#039;&#039;&lt;br /&gt;
The player to your left becomes the target player and must reject each challenge card or pass (see p. 7). To reject a card: play a card of the same suit with the same or a higher value or play any card of the trump suit.&lt;br /&gt;
&lt;br /&gt;
Important: If the challenge card is a trump, in order to reject it you must play a trump card with the same or a higher value. Each rejection card is placed faceup opposite their corresponding challenge card. Rearrangement is not allowed afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXTENDING THE CHALLENGE&#039;&#039;&#039;&lt;br /&gt;
The active player can extend the challenge anytime by playing more challenge cards. To do so, only cards of values already played before (either as challenge or rejection cards) may be played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SUPPORTING&#039;&#039;&#039;&lt;br /&gt;
The player to the left of the target player becomes the supporter of the active player and may extend the challenge anytime following the same rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADDITIONAL RULES&#039;&#039;&#039;&lt;br /&gt;
# Challenge limit: The active player and the supporter may never play more than 5 challenge cards total.&lt;br /&gt;
# Firebird cards: Their value varies depending on whether they are played as challenge cards (value 10) or rejection cards (value 0).&lt;br /&gt;
&lt;br /&gt;
Important: You may reject a non-trump card with a Firebird card of the trump suit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RESOLVING A CHALLENGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The challenge ends if the target player has either rejected all cards or has passed.&lt;br /&gt;
&lt;br /&gt;
A. TARGET PLAYER HAS REJECTED ALL CARDS&lt;br /&gt;
If neither the active player nor the supporter can or want to further extend the challenge, place all cards played in this challenge on a faceup discard pile next to the draw deck. Then, beginning with the active player and in clockwise order, all players involved in the challenge who have less than 5 cards draw back up to a hand size of 5 from the draw deck.&lt;br /&gt;
&lt;br /&gt;
Important: When drawing cards, each player draws all their cards before the next player gets to draw. The target player is the next in turn and becomes the new active player&lt;br /&gt;
&lt;br /&gt;
B. TARGET PLAYER HAS PASSED&lt;br /&gt;
The target player may pass at any time, even without playing any rejection cards. Once they have passed:&lt;br /&gt;
&lt;br /&gt;
* the active player and the supporter may still play challenge cards.&lt;br /&gt;
* the target player may not reject any more cards.&lt;br /&gt;
* the target player must take all cards of this challenge in hand.&lt;br /&gt;
&lt;br /&gt;
Important: This includes all rejection cards and all challenge cards played by the active player and the supporter. Then, all players involved in the challenge draw back up to a hand size of 5 (see p. 6). A target player who has passed must skip their turn and the supporter becomes the next active player (no matter if they played any cards).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF THE 1ST PHASE&#039;&#039;&#039;&lt;br /&gt;
The 1st phase ends immediately when the draw deck is depleted. Note: You may count how many cards are left in the deck. The faceup trump card is the last card to be drawn. Some players may have less than 5 cards when the phase ends.&lt;br /&gt;
&lt;br /&gt;
== THE 2ND PHASE ==&lt;br /&gt;
There is no draw deck. Place the Feather card stack for the 1st round (back) in the middle of the playing area. Flip it faceup so that the highest value Feather card is on top. Players attempt to get rid of all cards in hand as soon as possible to win the most valuable Feather card still available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLACING BETS&#039;&#039;&#039;&lt;br /&gt;
Before continuing the game, each player bets on who they think will be the last to still have cards in hand and will thus lose the round. All players simultaneously place one of their Betting cards facedown in front of the player they have chosen. You may not bet on yourself. If you think you will lose the round, place your Betting card with value 0 in front of another player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COURSE OF THE 2ND PHASE&#039;&#039;&#039;&lt;br /&gt;
After placing the bets, the game continues with the next player in turn order as determined by the last challenge of the 1st phase. The same&lt;br /&gt;
rules as in the 1st phase apply, with the following changes:&lt;br /&gt;
&lt;br /&gt;
Players no longer draw cards at the end of a challenge, but you still have to take all cards played in hand when passing. If the target player has less than 5 cards in hand at the beginning of a challenge, the challenge limit is equal to the number of their cards in hand.&lt;br /&gt;
&lt;br /&gt;
Important: The trump suit remains the same as in the 1st phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WINNING A FEATHER CARD&#039;&#039;&#039;&lt;br /&gt;
After resolving a challenge, players who have no more cards in hand take a Feather card from the stack. In clockwise order, starting with the active player, each such player takes the topmost card and places it next to them, creating their facedown scoring stack. These players will no longer take part in the round and are not considered in the order of play.&lt;br /&gt;
&lt;br /&gt;
Important: Be aware that once a player is out of the round, the remaining players may have new neighbors. In the rare case that a player has no cards right at the beginning of the 2nd phase, they immediately take the topmost Feather card after placing their bet and are out of the round.&lt;br /&gt;
&lt;br /&gt;
== END OF A ROUND ==&lt;br /&gt;
The round ends immediately after the last Feather card has been awarded. The player who has not received a Feather card loses this round. Reveal all Betting cards played this round.&lt;br /&gt;
&lt;br /&gt;
If you have not lost the round, take any Betting cards that other players placed in front of you and add them to your scoring stack.&lt;br /&gt;
&lt;br /&gt;
If you have lost the round, each player who placed a Betting card in front of you, takes it and adds it to their scoring stack.&lt;br /&gt;
&lt;br /&gt;
Important: Betting cards with value 0 are always returned to their owners. They may use them again in the 2nd round.&lt;br /&gt;
&lt;br /&gt;
== THE 2ND ROUND ==&lt;br /&gt;
For the 2nd round the same rules apply as for the 1st round. Before continuing, prepare the 2nd round as follows.&lt;br /&gt;
&lt;br /&gt;
1. Collect all Playing cards used in the 1st round and shuffle them. Deal 5 cards to each player. Put the remaining cards back into the box.&lt;br /&gt;
&lt;br /&gt;
2. Place the draw deck, that was previously set aside for the 2nd round in the middle of the playing area.&lt;br /&gt;
&lt;br /&gt;
3. Flip the top card of the draw deck and place it faceup under the deck, rotated 90 degrees. This card determines the trump suit for the 2nd round.&lt;br /&gt;
The loser of the 1st round becomes the start player of the 2nd round. In the 2nd phase, use the Feather card stack that was set aside for the 2nd round (back).&lt;br /&gt;
&lt;br /&gt;
== END OF THE GAME ==&lt;br /&gt;
The game ends after resolving the bets of the 2nd round. For their final score, players sum up the values of the Feather and Betting cards on their scoring stacks. The player with the highest score wins.&lt;br /&gt;
Important: Ignore any of your leftover Betting cards that are not part of your scoring stack. In case of a tie, the tied player who won the highest Feather card in the 2nd round wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIMING&#039;&#039;&#039;&lt;br /&gt;
Blaze is a fast back and forth between the active player, the target player, and the supporter. The following rules apply regarding the timing of play:&lt;br /&gt;
&lt;br /&gt;
1. Whenever there are unrejected cards, the target player must decide to reject them or pass. The active player and supporter do not need to play cards until the target player has made their decision – but they could.&lt;br /&gt;
&lt;br /&gt;
2. If both the active player and the supporter want to extend a challenge and this would result in the challenge limit to be exceeded, the active player has priority. If the supporter has played too fast, the active player may ask the supporter to take back as many cards so that they can play the cards they were about to play. However, such contradiction must be made immediately after the cards are played. Generally, the active player and supporter are encouraged to talk about how many cards they want to play and who contributes what.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=8430</id>
		<title>Gamehelpnidavellir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=8430"/>
		<updated>2021-06-02T15:28:09Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Player Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Components==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cards:&#039;&#039;&#039;&lt;br /&gt;
* 20 &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 18 &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 1 Special Blacksmith card (Blacksmith Distinction)&lt;br /&gt;
* 5 Distinction cards&lt;br /&gt;
* 5 Royal Offering cards&lt;br /&gt;
* 21 Hero cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Coins:&#039;&#039;&#039;&lt;br /&gt;
* Base coins: &#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt;&lt;br /&gt;
* 1 special coin &#039;&#039;&#039;3&#039;&#039;&#039; (Hunter Distinction)&lt;br /&gt;
* 34 Royal Treasure coins: &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;6&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;7&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;8&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;9&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;10&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;11&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;12&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;13&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;14&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;16&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;17&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;18&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;19&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;20&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;21&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;22&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;23&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;24&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;25&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gems:&#039;&#039;&#039;&lt;br /&gt;
* 5 Basic gems: &#039;&#039;&#039;1&#039;&#039;&#039;, &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039;, &#039;&#039;&#039;4&#039;&#039;&#039;, &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
* 1 Special gem &#039;&#039;&#039;6&#039;&#039;&#039; (Miner Distinction)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
# each player gets the 5 basic coins&lt;br /&gt;
# gems are distributed randomly&lt;br /&gt;
## 5 players → gems: &#039;&#039;&#039;1&#039;&#039;&#039; &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 4 players → gems: &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 3 players → gems: &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 2 players → gems: &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
# tavern signs are placed on the table&lt;br /&gt;
# Hero cards can be viewed by clicking on the 6 colored arrow like stripe on the left&lt;br /&gt;
# Distinction cards can be viewed by ...&lt;br /&gt;
# coins are put in the Royal Treasure&lt;br /&gt;
# cards marked with (5) are removed from the game, if there are less then 5 players&lt;br /&gt;
# Age 1 cards are shuffled&lt;br /&gt;
# Age 2 cards are shuffled&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
# &#039;&#039;&#039;Enter the Dwarves:&#039;&#039;&#039; Dwarf cards equal to the number of players are placed below each tavern sign (this is automatic)&lt;br /&gt;
# &#039;&#039;&#039;Bids:&#039;&#039;&#039; Assign one of your 5 coins - face down - to each of the 3 taverns.&lt;br /&gt;
# &#039;&#039;&#039;Resolve each tavern one by one:&#039;&#039;&#039; Turn over only the coins assigned to the tavern currently being resolved.&lt;br /&gt;
## &#039;&#039;&#039;Bid Revelation:&#039;&#039;&#039; The tokens placed by each player to the current tavern is revealed automatically.&lt;br /&gt;
## &#039;&#039;&#039;Choose a card:&#039;&#039;&#039; The active player takes a Dwarf or Royal Offering card.&lt;br /&gt;
## &#039;&#039;&#039;Recruit a Hero:&#039;&#039;&#039; If active player just filled up a new row, (s)he can take a hero card.&lt;br /&gt;
## &#039;&#039;&#039;Replace coins:&#039;&#039;&#039; If active player played &#039;&#039;&#039;0&#039;&#039;&#039;, add up the values of the 2 coins in your pouch, and replace the bigger with the coin showing the sum.&lt;br /&gt;
## &#039;&#039;&#039;Royal Offering:&#039;&#039;&#039; Add the offering value to any one of your non-zero coins - including one assigned to a tavern that has not yet been resolved - and replace that coin with one of the resulting value from the Royal Treasure chest. If the replaced coin originally came from the chest, put it back there, otherwise return it to the game box. If you change the coin that you assigned to the current tavern, the original coin value still applies when deciding whether and how to swap jewels.&lt;br /&gt;
&lt;br /&gt;
==End of Age 1: Troop Evaluation==&lt;br /&gt;
Majorities for the different classes are awarded the Distinction cards:&lt;br /&gt;
# &#039;&#039;&#039;The King&#039;s Hand:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Majority of Warriors&amp;lt;/b&amp;gt; Add +5 to one of your coins.&lt;br /&gt;
# &#039;&#039;&#039;Hunting Master:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Majority of Hunters&amp;lt;/b&amp;gt; Trade your 0 coin for a special coin with a value of 3.&lt;br /&gt;
# &#039;&#039;&#039;Crown Jeweler:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Majority of Miners&amp;lt;/b&amp;gt; Gain special value 6 Gem. Does not get traded, you will always win ties. +3 to Final Bravery Value.&lt;br /&gt;
# &#039;&#039;&#039;King&#039;s Great Armorer:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Majority of Blacksmiths&amp;lt;/b&amp;gt; Gain special Blacksmith worth 2 ranks. May trigger recruitment of a Hero card.&lt;br /&gt;
# &#039;&#039;&#039;Pioneer of the Kingdom:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Majority of Explorers&amp;lt;/b&amp;gt; Draw 3 cards from Age 2 deck, keep 1. Gain benefit accordingly.&lt;br /&gt;
&lt;br /&gt;
==End of Age 2: End of Game==&lt;br /&gt;
When all Age 2 cards have been taken total your Final Bravery Value:&lt;br /&gt;
# Your Bravery Value for each class&lt;br /&gt;
# The Bravery Value on each Neutral Hero in your Command Zone&lt;br /&gt;
# The total value of your gold coins.&lt;br /&gt;
# Specific Bonuses:&lt;br /&gt;
## Special value 6 gem gains +3 to Bravery Value&lt;br /&gt;
## Having the most ranks in &#039;&#039;&#039;Warriors&#039;&#039;&#039; will allow you to add your highest value coin a second time.&lt;br /&gt;
&lt;br /&gt;
==List of Heroes==&lt;br /&gt;
===Basic Game (Neutral Heroes)===&lt;br /&gt;
* Astrid: Worth points equal to your highest coin.&lt;br /&gt;
* Dwerg: Worth 13, 40, 81, 108 or 135 points depend on the numbers.&lt;br /&gt;
* Grid: Worth 7 points. Add 7 to one of your coins.&lt;br /&gt;
* Skaa: Worth 17 points.&lt;br /&gt;
* Thrud: Worth 13 points. Move her to any column when she is about to be covered. Remove from columns before scoring.&lt;br /&gt;
* Uline: Worth 9 points. Place coins last. When trading, choose any 2 coins from your hand.&lt;br /&gt;
* Ylud: 11 points if explorer, 7 points if warrior and 1 point if miner. Move him to any column after each round.&lt;br /&gt;
&lt;br /&gt;
===Basic Game (Ranked Heroes)===&lt;br /&gt;
* Aegur (Blacksmith): 2 ranks.&lt;br /&gt;
* Bonfur (Blacksmith): 3 ranks. Discard a dwarf.&lt;br /&gt;
* Hourya (Explorer): Worth 20 points. Can only be recruited with at least 5 explorer ranks.&lt;br /&gt;
* Idunn (Explorer): Worth 7 points plus 2 points for each explorer rank.&lt;br /&gt;
* Aral (Hunter): 2 ranks.&lt;br /&gt;
* Dagda (Hunter) 3 ranks. Discard 2 dwarves of different ranks.&lt;br /&gt;
* Lokdur (Miner): 1 rank of 3.&lt;br /&gt;
* Zoral (Miner): 3 ranks of 1, 0 and 0.&lt;br /&gt;
* Kraal (Warrior): 2 ranks of 7 and 0.&lt;br /&gt;
* Tarah (Warrior): 1 rank of 14.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir===&lt;br /&gt;
* Andumia: Worth 12 points. You can take a card from the discard pile.&lt;br /&gt;
* Holda: Worth 12 points. Choose an artifact or a mercenary from the camp.&lt;br /&gt;
* Khrad: Worth 4 points. Immediately add 10 to your lowest value coin (except trading coin).&lt;br /&gt;
* Jarika: Worth 8 points. Add 2 for all coin tradings or transformations.&lt;br /&gt;
* Olwyn: Worth 9 points. Put his two doubles in your army. They are 0 points but worth 1 rank.&lt;br /&gt;
* Zolkur: Worth 10 points. Trade the lower coin instead of the higher in your next coin trade.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* First Game: Remove Uline, Ylud and Thrud.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir Expansion=== &lt;br /&gt;
* Instead of recruiting a dwarf, the highest bidder can take a magic artifact or a mercenary from the camp.&lt;br /&gt;
* All magic artifacts apply immediately, including any bad effects.&lt;br /&gt;
* All merceniaries are placed in the command zone when bought. It can take either of the 2 classes listed on it.&lt;br /&gt;
* At the end of each tavern resolvation, discard any dwarves left.&lt;br /&gt;
* At the end of each round, the player with the lowest gem can choose to place mercenaries first or last. &lt;br /&gt;
* Then, each player places all of their merceniaries in their army, potentially recruiting heroes.&lt;br /&gt;
&lt;br /&gt;
===List of Thingvellir Artifacts===&lt;br /&gt;
* Brisingamens: Immediately take 2 cards from the discard pile. At the end of the game, discard a dwarf.&lt;br /&gt;
* Draupnir: Score 6 points for each coin value at least 15.&lt;br /&gt;
* Fafnir Baleygr: You can go to the camp if the highest bidder didn&#039;t go to the camp.&lt;br /&gt;
* Gjallarhorn: Immediately recruit a hero. However, it counts towards your hero count.&lt;br /&gt;
* Hofud: All opponents choose a warrior to discard.&lt;br /&gt;
* Megingjord: Score 28 points. You can no longer recuit heroes by making rank lines.&lt;br /&gt;
* Hrafnsmerki: Score 5 points for each mercenary.&lt;br /&gt;
* Jarnglofi: Score 24 points. Immediately discard your trading coin. If it is placed in an unresolved tavern, take no cards in it.&lt;br /&gt;
* Mjollnir: At the end of the game, choose a class. Score 2 points for each rank in that class.&lt;br /&gt;
* Svalinn: Score 5 points for each hero.&lt;br /&gt;
* Vegvisir: Counts as a 13 point explorer.&lt;br /&gt;
* Vidofnir &amp;amp; Vedrfolnir: Add 2 and 3 to each of the coins in your pouch. If one of them is the trading coin, add 5 to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Card Distribution==&lt;br /&gt;
&lt;br /&gt;
The Age I and Age II decks contain the following card distribution. The parts in [] are only used in a 5 player game.&lt;br /&gt;
* 8 [10] &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards:  x, x, x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards: x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards: 5, 6, 7, 8, 9, 10, 11, [12]&lt;br /&gt;
* 8 [9] &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards: 3, 4, 5, 6, 6, 7, 8, 9, [10]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards: 0, 0, 1, 1, 2, 2, [0, 1]&lt;br /&gt;
&lt;br /&gt;
There are also cards that add +5 to a coin:&lt;br /&gt;
&lt;br /&gt;
Age I has 1 [2] cards&lt;br /&gt;
Age II has 2 [3] cards&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=8429</id>
		<title>Gamehelpnidavellir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=8429"/>
		<updated>2021-06-02T15:25:54Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Player Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Components==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cards:&#039;&#039;&#039;&lt;br /&gt;
* 20 &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 18 &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 1 Special Blacksmith card (Blacksmith Distinction)&lt;br /&gt;
* 5 Distinction cards&lt;br /&gt;
* 5 Royal Offering cards&lt;br /&gt;
* 21 Hero cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Coins:&#039;&#039;&#039;&lt;br /&gt;
* Base coins: &#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt;&lt;br /&gt;
* 1 special coin &#039;&#039;&#039;3&#039;&#039;&#039; (Hunter Distinction)&lt;br /&gt;
* 34 Royal Treasure coins: &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;6&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;7&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;8&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;9&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;10&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;11&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;12&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;13&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;14&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;16&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;17&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;18&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;19&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;20&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;21&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;22&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;23&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;24&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;25&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gems:&#039;&#039;&#039;&lt;br /&gt;
* 5 Basic gems: &#039;&#039;&#039;1&#039;&#039;&#039;, &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039;, &#039;&#039;&#039;4&#039;&#039;&#039;, &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
* 1 Special gem &#039;&#039;&#039;6&#039;&#039;&#039; (Miner Distinction)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
# each player gets the 5 basic coins&lt;br /&gt;
# gems are distributed randomly&lt;br /&gt;
## 5 players → gems: &#039;&#039;&#039;1&#039;&#039;&#039; &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 4 players → gems: &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 3 players → gems: &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 2 players → gems: &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
# tavern signs are placed on the table&lt;br /&gt;
# Hero cards can be viewed by clicking on the 6 colored arrow like stripe on the left&lt;br /&gt;
# Distinction cards can be viewed by ...&lt;br /&gt;
# coins are put in the Royal Treasure&lt;br /&gt;
# cards marked with (5) are removed from the game, if there are less then 5 players&lt;br /&gt;
# Age 1 cards are shuffled&lt;br /&gt;
# Age 2 cards are shuffled&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
# &#039;&#039;&#039;Enter the Dwarves:&#039;&#039;&#039; Dwarf cards equal to the number of players are placed below each tavern sign (this is automatic)&lt;br /&gt;
# &#039;&#039;&#039;Bids:&#039;&#039;&#039; Assign one of your 5 coins - face down - to each of the 3 taverns.&lt;br /&gt;
# &#039;&#039;&#039;Resolve each tavern one by one:&#039;&#039;&#039; Turn over only the coins assigned to the tavern currently being resolved.&lt;br /&gt;
## &#039;&#039;&#039;Bid Revelation:&#039;&#039;&#039; The tokens placed by each player to the current tavern is revealed automatically.&lt;br /&gt;
## &#039;&#039;&#039;Choose a card:&#039;&#039;&#039; The active player takes a Dwarf or Royal Offering card.&lt;br /&gt;
## &#039;&#039;&#039;Recruit a Hero:&#039;&#039;&#039; If active player just filled up a new row, (s)he can take a hero card.&lt;br /&gt;
## &#039;&#039;&#039;Replace coins:&#039;&#039;&#039; If active player played &#039;&#039;&#039;0&#039;&#039;&#039;, add up the values of the 2 coins in your pouch, and replace the bigger with the coin showing the sum.&lt;br /&gt;
## &#039;&#039;&#039;Royal Offering:&#039;&#039;&#039; Add the offering value to any one of your non-zero coins - including one assigned to a tavern that has not yet been resolved - and replace that coin with one of the resulting value from the Royal Treasure chest. If the replaced coin originally came from the chest, put it back there, otherwise return it to the game box. If you change the coin that you assigned to the current tavern, the original coin value still applies when swapping jewels.&lt;br /&gt;
&lt;br /&gt;
==End of Age 1: Troop Evaluation==&lt;br /&gt;
Majorities for the different classes are awarded the Distinction cards:&lt;br /&gt;
# &#039;&#039;&#039;The King&#039;s Hand:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Majority of Warriors&amp;lt;/b&amp;gt; Add +5 to one of your coins.&lt;br /&gt;
# &#039;&#039;&#039;Hunting Master:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Majority of Hunters&amp;lt;/b&amp;gt; Trade your 0 coin for a special coin with a value of 3.&lt;br /&gt;
# &#039;&#039;&#039;Crown Jeweler:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Majority of Miners&amp;lt;/b&amp;gt; Gain special value 6 Gem. Does not get traded, you will always win ties. +3 to Final Bravery Value.&lt;br /&gt;
# &#039;&#039;&#039;King&#039;s Great Armorer:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Majority of Blacksmiths&amp;lt;/b&amp;gt; Gain special Blacksmith worth 2 ranks. May trigger recruitment of a Hero card.&lt;br /&gt;
# &#039;&#039;&#039;Pioneer of the Kingdom:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Majority of Explorers&amp;lt;/b&amp;gt; Draw 3 cards from Age 2 deck, keep 1. Gain benefit accordingly.&lt;br /&gt;
&lt;br /&gt;
==End of Age 2: End of Game==&lt;br /&gt;
When all Age 2 cards have been taken total your Final Bravery Value:&lt;br /&gt;
# Your Bravery Value for each class&lt;br /&gt;
# The Bravery Value on each Neutral Hero in your Command Zone&lt;br /&gt;
# The total value of your gold coins.&lt;br /&gt;
# Specific Bonuses:&lt;br /&gt;
## Special value 6 gem gains +3 to Bravery Value&lt;br /&gt;
## Having the most ranks in &#039;&#039;&#039;Warriors&#039;&#039;&#039; will allow you to add your highest value coin a second time.&lt;br /&gt;
&lt;br /&gt;
==List of Heroes==&lt;br /&gt;
===Basic Game (Neutral Heroes)===&lt;br /&gt;
* Astrid: Worth points equal to your highest coin.&lt;br /&gt;
* Dwerg: Worth 13, 40, 81, 108 or 135 points depend on the numbers.&lt;br /&gt;
* Grid: Worth 7 points. Add 7 to one of your coins.&lt;br /&gt;
* Skaa: Worth 17 points.&lt;br /&gt;
* Thrud: Worth 13 points. Move her to any column when she is about to be covered. Remove from columns before scoring.&lt;br /&gt;
* Uline: Worth 9 points. Place coins last. When trading, choose any 2 coins from your hand.&lt;br /&gt;
* Ylud: 11 points if explorer, 7 points if warrior and 1 point if miner. Move him to any column after each round.&lt;br /&gt;
&lt;br /&gt;
===Basic Game (Ranked Heroes)===&lt;br /&gt;
* Aegur (Blacksmith): 2 ranks.&lt;br /&gt;
* Bonfur (Blacksmith): 3 ranks. Discard a dwarf.&lt;br /&gt;
* Hourya (Explorer): Worth 20 points. Can only be recruited with at least 5 explorer ranks.&lt;br /&gt;
* Idunn (Explorer): Worth 7 points plus 2 points for each explorer rank.&lt;br /&gt;
* Aral (Hunter): 2 ranks.&lt;br /&gt;
* Dagda (Hunter) 3 ranks. Discard 2 dwarves of different ranks.&lt;br /&gt;
* Lokdur (Miner): 1 rank of 3.&lt;br /&gt;
* Zoral (Miner): 3 ranks of 1, 0 and 0.&lt;br /&gt;
* Kraal (Warrior): 2 ranks of 7 and 0.&lt;br /&gt;
* Tarah (Warrior): 1 rank of 14.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir===&lt;br /&gt;
* Andumia: Worth 12 points. You can take a card from the discard pile.&lt;br /&gt;
* Holda: Worth 12 points. Choose an artifact or a mercenary from the camp.&lt;br /&gt;
* Khrad: Worth 4 points. Immediately add 10 to your lowest value coin (except trading coin).&lt;br /&gt;
* Jarika: Worth 8 points. Add 2 for all coin tradings or transformations.&lt;br /&gt;
* Olwyn: Worth 9 points. Put his two doubles in your army. They are 0 points but worth 1 rank.&lt;br /&gt;
* Zolkur: Worth 10 points. Trade the lower coin instead of the higher in your next coin trade.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* First Game: Remove Uline, Ylud and Thrud.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir Expansion=== &lt;br /&gt;
* Instead of recruiting a dwarf, the highest bidder can take a magic artifact or a mercenary from the camp.&lt;br /&gt;
* All magic artifacts apply immediately, including any bad effects.&lt;br /&gt;
* All merceniaries are placed in the command zone when bought. It can take either of the 2 classes listed on it.&lt;br /&gt;
* At the end of each tavern resolvation, discard any dwarves left.&lt;br /&gt;
* At the end of each round, the player with the lowest gem can choose to place mercenaries first or last. &lt;br /&gt;
* Then, each player places all of their merceniaries in their army, potentially recruiting heroes.&lt;br /&gt;
&lt;br /&gt;
===List of Thingvellir Artifacts===&lt;br /&gt;
* Brisingamens: Immediately take 2 cards from the discard pile. At the end of the game, discard a dwarf.&lt;br /&gt;
* Draupnir: Score 6 points for each coin value at least 15.&lt;br /&gt;
* Fafnir Baleygr: You can go to the camp if the highest bidder didn&#039;t go to the camp.&lt;br /&gt;
* Gjallarhorn: Immediately recruit a hero. However, it counts towards your hero count.&lt;br /&gt;
* Hofud: All opponents choose a warrior to discard.&lt;br /&gt;
* Megingjord: Score 28 points. You can no longer recuit heroes by making rank lines.&lt;br /&gt;
* Hrafnsmerki: Score 5 points for each mercenary.&lt;br /&gt;
* Jarnglofi: Score 24 points. Immediately discard your trading coin. If it is placed in an unresolved tavern, take no cards in it.&lt;br /&gt;
* Mjollnir: At the end of the game, choose a class. Score 2 points for each rank in that class.&lt;br /&gt;
* Svalinn: Score 5 points for each hero.&lt;br /&gt;
* Vegvisir: Counts as a 13 point explorer.&lt;br /&gt;
* Vidofnir &amp;amp; Vedrfolnir: Add 2 and 3 to each of the coins in your pouch. If one of them is the trading coin, add 5 to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Card Distribution==&lt;br /&gt;
&lt;br /&gt;
The Age I and Age II decks contain the following card distribution. The parts in [] are only used in a 5 player game.&lt;br /&gt;
* 8 [10] &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards:  x, x, x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards: x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards: 5, 6, 7, 8, 9, 10, 11, [12]&lt;br /&gt;
* 8 [9] &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards: 3, 4, 5, 6, 6, 7, 8, 9, [10]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards: 0, 0, 1, 1, 2, 2, [0, 1]&lt;br /&gt;
&lt;br /&gt;
There are also cards that add +5 to a coin:&lt;br /&gt;
&lt;br /&gt;
Age I has 1 [2] cards&lt;br /&gt;
Age II has 2 [3] cards&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=8428</id>
		<title>Gamehelpnidavellir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnidavellir&amp;diff=8428"/>
		<updated>2021-06-02T15:14:48Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: /* Player Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Components==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cards:&#039;&#039;&#039;&lt;br /&gt;
* 20 &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 18 &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 16 &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 1 Special Blacksmith card (Blacksmith Distinction)&lt;br /&gt;
* 5 Distinction cards&lt;br /&gt;
* 5 Royal Offering cards&lt;br /&gt;
* 21 Hero cards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Coins:&#039;&#039;&#039;&lt;br /&gt;
* Base coins: &#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt; &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×5&amp;lt;/small&amp;gt;&lt;br /&gt;
* 1 special coin &#039;&#039;&#039;3&#039;&#039;&#039; (Hunter Distinction)&lt;br /&gt;
* 34 Royal Treasure coins: &#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;6&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;7&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;8&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;9&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;10&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;11&#039;&#039;&#039;&amp;lt;small&amp;gt;×3&amp;lt;/small&amp;gt; &#039;&#039;&#039;12&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;13&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;14&#039;&#039;&#039;&amp;lt;small&amp;gt;×2&amp;lt;/small&amp;gt; &#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;16&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;17&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;18&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;19&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;20&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;21&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;22&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;23&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;24&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt; &#039;&#039;&#039;25&#039;&#039;&#039;&amp;lt;small&amp;gt;×1&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gems:&#039;&#039;&#039;&lt;br /&gt;
* 5 Basic gems: &#039;&#039;&#039;1&#039;&#039;&#039;, &#039;&#039;&#039;2&#039;&#039;&#039;, &#039;&#039;&#039;3&#039;&#039;&#039;, &#039;&#039;&#039;4&#039;&#039;&#039;, &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
* 1 Special gem &#039;&#039;&#039;6&#039;&#039;&#039; (Miner Distinction)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
# each player gets the 5 basic coins&lt;br /&gt;
# gems are distributed randomly&lt;br /&gt;
## 5 players → gems: &#039;&#039;&#039;1&#039;&#039;&#039; &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 4 players → gems: &#039;&#039;&#039;2&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 3 players → gems: &#039;&#039;&#039;3&#039;&#039;&#039; &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
## 2 players → gems: &#039;&#039;&#039;4&#039;&#039;&#039; &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
# tavern signs are placed on the table&lt;br /&gt;
# Hero cards can be viewed by clicking on the 6 colored arrow like stripe on the left&lt;br /&gt;
# Distinction cards can be viewed by ...&lt;br /&gt;
# coins are put in the Royal Treasure&lt;br /&gt;
# cards marked with (5) are removed from the game, if there are less then 5 players&lt;br /&gt;
# Age 1 cards are shuffled&lt;br /&gt;
# Age 2 cards are shuffled&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
# &#039;&#039;&#039;Enter the Dwarves:&#039;&#039;&#039; Dwarf cards equal to the number of players are placed below each tavern sign (this is automatic)&lt;br /&gt;
# &#039;&#039;&#039;Bids:&#039;&#039;&#039; Place one of your 5 coins to each of the 3 taverns.&lt;br /&gt;
# &#039;&#039;&#039;Resolve each tavern one by one&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Bid Revelation:&#039;&#039;&#039; The tokens placed by each player to the current tavern is revealed automatically.&lt;br /&gt;
## &#039;&#039;&#039;Choose a card:&#039;&#039;&#039; The active player takes a Dwarf or Royal Offering card.&lt;br /&gt;
## &#039;&#039;&#039;Recruit a Hero:&#039;&#039;&#039; If active player just filled up a new row, (s)he can take a hero card.&lt;br /&gt;
## &#039;&#039;&#039;Replace coins:&#039;&#039;&#039; If active player played &#039;&#039;&#039;0&#039;&#039;&#039;, add up the values of the 2 coins in your pouch, and replace the bigger with the coin showing the sum.&lt;br /&gt;
## &#039;&#039;&#039;Royal Offering:&#039;&#039;&#039; Add the offering value to any one of your coins - including one assigned to a tavern that has not yet been resolved - and replace that coin with one of the resulting value from the Royal Treasure chest. If the replaced coin originally came from the chest, put it back there, otherwise return it to the game box.&lt;br /&gt;
&lt;br /&gt;
==End of Age 1: Troop Evaluation==&lt;br /&gt;
Majorities for the different classes are awarded the Distinction cards:&lt;br /&gt;
# &#039;&#039;&#039;The King&#039;s Hand:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Majority of Warriors&amp;lt;/b&amp;gt; Add +5 to one of your coins.&lt;br /&gt;
# &#039;&#039;&#039;Hunting Master:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Majority of Hunters&amp;lt;/b&amp;gt; Trade your 0 coin for a special coin with a value of 3.&lt;br /&gt;
# &#039;&#039;&#039;Crown Jeweler:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Majority of Miners&amp;lt;/b&amp;gt; Gain special value 6 Gem. Does not get traded, you will always win ties. +3 to Final Bravery Value.&lt;br /&gt;
# &#039;&#039;&#039;King&#039;s Great Armorer:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Majority of Blacksmiths&amp;lt;/b&amp;gt; Gain special Blacksmith worth 2 ranks. May trigger recruitment of a Hero card.&lt;br /&gt;
# &#039;&#039;&#039;Pioneer of the Kingdom:&#039;&#039;&#039; &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Majority of Explorers&amp;lt;/b&amp;gt; Draw 3 cards from Age 2 deck, keep 1. Gain benefit accordingly.&lt;br /&gt;
&lt;br /&gt;
==End of Age 2: End of Game==&lt;br /&gt;
When all Age 2 cards have been taken total your Final Bravery Value:&lt;br /&gt;
# Your Bravery Value for each class&lt;br /&gt;
# The Bravery Value on each Neutral Hero in your Command Zone&lt;br /&gt;
# The total value of your gold coins.&lt;br /&gt;
# Specific Bonuses:&lt;br /&gt;
## Special value 6 gem gains +3 to Bravery Value&lt;br /&gt;
## Having the most ranks in &#039;&#039;&#039;Warriors&#039;&#039;&#039; will allow you to add your highest value coin a second time.&lt;br /&gt;
&lt;br /&gt;
==List of Heroes==&lt;br /&gt;
===Basic Game (Neutral Heroes)===&lt;br /&gt;
* Astrid: Worth points equal to your highest coin.&lt;br /&gt;
* Dwerg: Worth 13, 40, 81, 108 or 135 points depend on the numbers.&lt;br /&gt;
* Grid: Worth 7 points. Add 7 to one of your coins.&lt;br /&gt;
* Skaa: Worth 17 points.&lt;br /&gt;
* Thrud: Worth 13 points. Move her to any column when she is about to be covered. Remove from columns before scoring.&lt;br /&gt;
* Uline: Worth 9 points. Place coins last. When trading, choose any 2 coins from your hand.&lt;br /&gt;
* Ylud: 11 points if explorer, 7 points if warrior and 1 point if miner. Move him to any column after each round.&lt;br /&gt;
&lt;br /&gt;
===Basic Game (Ranked Heroes)===&lt;br /&gt;
* Aegur (Blacksmith): 2 ranks.&lt;br /&gt;
* Bonfur (Blacksmith): 3 ranks. Discard a dwarf.&lt;br /&gt;
* Hourya (Explorer): Worth 20 points. Can only be recruited with at least 5 explorer ranks.&lt;br /&gt;
* Idunn (Explorer): Worth 7 points plus 2 points for each explorer rank.&lt;br /&gt;
* Aral (Hunter): 2 ranks.&lt;br /&gt;
* Dagda (Hunter) 3 ranks. Discard 2 dwarves of different ranks.&lt;br /&gt;
* Lokdur (Miner): 1 rank of 3.&lt;br /&gt;
* Zoral (Miner): 3 ranks of 1, 0 and 0.&lt;br /&gt;
* Kraal (Warrior): 2 ranks of 7 and 0.&lt;br /&gt;
* Tarah (Warrior): 1 rank of 14.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir===&lt;br /&gt;
* Andumia: Worth 12 points. You can take a card from the discard pile.&lt;br /&gt;
* Holda: Worth 12 points. Choose an artifact or a mercenary from the camp.&lt;br /&gt;
* Khrad: Worth 4 points. Immediately add 10 to your lowest value coin (except trading coin).&lt;br /&gt;
* Jarika: Worth 8 points. Add 2 for all coin tradings or transformations.&lt;br /&gt;
* Olwyn: Worth 9 points. Put his two doubles in your army. They are 0 points but worth 1 rank.&lt;br /&gt;
* Zolkur: Worth 10 points. Trade the lower coin instead of the higher in your next coin trade.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* First Game: Remove Uline, Ylud and Thrud.&lt;br /&gt;
&lt;br /&gt;
===Thingvellir Expansion=== &lt;br /&gt;
* Instead of recruiting a dwarf, the highest bidder can take a magic artifact or a mercenary from the camp.&lt;br /&gt;
* All magic artifacts apply immediately, including any bad effects.&lt;br /&gt;
* All merceniaries are placed in the command zone when bought. It can take either of the 2 classes listed on it.&lt;br /&gt;
* At the end of each tavern resolvation, discard any dwarves left.&lt;br /&gt;
* At the end of each round, the player with the lowest gem can choose to place mercenaries first or last. &lt;br /&gt;
* Then, each player places all of their merceniaries in their army, potentially recruiting heroes.&lt;br /&gt;
&lt;br /&gt;
===List of Thingvellir Artifacts===&lt;br /&gt;
* Brisingamens: Immediately take 2 cards from the discard pile. At the end of the game, discard a dwarf.&lt;br /&gt;
* Draupnir: Score 6 points for each coin value at least 15.&lt;br /&gt;
* Fafnir Baleygr: You can go to the camp if the highest bidder didn&#039;t go to the camp.&lt;br /&gt;
* Gjallarhorn: Immediately recruit a hero. However, it counts towards your hero count.&lt;br /&gt;
* Hofud: All opponents choose a warrior to discard.&lt;br /&gt;
* Megingjord: Score 28 points. You can no longer recuit heroes by making rank lines.&lt;br /&gt;
* Hrafnsmerki: Score 5 points for each mercenary.&lt;br /&gt;
* Jarnglofi: Score 24 points. Immediately discard your trading coin. If it is placed in an unresolved tavern, take no cards in it.&lt;br /&gt;
* Mjollnir: At the end of the game, choose a class. Score 2 points for each rank in that class.&lt;br /&gt;
* Svalinn: Score 5 points for each hero.&lt;br /&gt;
* Vegvisir: Counts as a 13 point explorer.&lt;br /&gt;
* Vidofnir &amp;amp; Vedrfolnir: Add 2 and 3 to each of the coins in your pouch. If one of them is the trading coin, add 5 to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Card Distribution==&lt;br /&gt;
&lt;br /&gt;
The Age I and Age II decks contain the following card distribution. The parts in [] are only used in a 5 player game.&lt;br /&gt;
* 8 [10] &amp;lt;b style=&amp;quot;color:#554696&amp;quot;&amp;gt;Blacksmith&amp;lt;/b&amp;gt; cards:  x, x, x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#158353&amp;quot;&amp;gt;Hunter&amp;lt;/b&amp;gt; cards: x, x, x, x, x, x, [x, x]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#3e9bd6&amp;quot;&amp;gt;Explorer&amp;lt;/b&amp;gt; cards: 5, 6, 7, 8, 9, 10, 11, [12]&lt;br /&gt;
* 8 [9] &amp;lt;b style=&amp;quot;color:#923425&amp;quot;&amp;gt;Warrior&amp;lt;/b&amp;gt; cards: 3, 4, 5, 6, 6, 7, 8, 9, [10]&lt;br /&gt;
* 6 [8] &amp;lt;b style=&amp;quot;color:#ef7926&amp;quot;&amp;gt;Miner&amp;lt;/b&amp;gt; cards: 0, 0, 1, 1, 2, 2, [0, 1]&lt;br /&gt;
&lt;br /&gt;
There are also cards that add +5 to a coin:&lt;br /&gt;
&lt;br /&gt;
Age I has 1 [2] cards&lt;br /&gt;
Age II has 2 [3] cards&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=7703</id>
		<title>Tips throughtheagesnewstory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=7703"/>
		<updated>2021-03-23T16:59:48Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: Added caveats to earlier advice - ne decision is ever straightforward in this game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your first turn, consider building a mine and increasing your population, getting a good start on resource production is a good idea.&lt;br /&gt;
&lt;br /&gt;
Value resources over food. You can build a new farm with resources, but you can’t build a new mine with food. However, once you have built, say, a couple of mines and a farm, you will find that your population starts consuming food even if no new workers are created - this is not the case with resources. Also, the new workers that you need to operate the buildings that you build with your resources, and to man your army, become steadily more expensive, whilst the cost of the buildings and troops doesn&#039;t change as you build more of them (they become more costly from Age to Age instead). Be aware that there are not enough Irrigation cards in Age I for everybody to get one - not to mention that these cards might not appear until late in the Age - and without Irrigation you will struggle to increase your population more than once every other turn. Consequently, it is vital to make maximum use of other sources of food and population, eg. Action cards and Events, until you discover whether you are going to be one of the lucky ones with Irrigation. If you are not lucky, you should consider a strategy that uses building upgrades to increase the productivity of the workers that you can afford, and think carefully about which Wonder(s?) to build, since these give you benefits such as happiness and culture points without requiring workers.&lt;br /&gt;
&lt;br /&gt;
Don’t worry too much about happiness; as long as you have idle workers you can go without it. However, idle workers are a luxury that you won&#039;t be able to afford for very long - see above. It is worth having one, or even two, in Age A in case one of the Events appears that allows you a free build if you have an idle worker, but after that you are better off putting them to work rather then using them simply to compensate for discontentment. You can always disband them later if necessary; don&#039;t forget that disbanded workers go back to the worker pool, not to the bank, although it does cost an action to do it.&lt;br /&gt;
&lt;br /&gt;
Don’t forget to take a Leader from every Age if the opportunity presents itself, but don&#039;t forget also that you can only take one Leader per Age from the card row, so choose one whose powers complement your general strategy; you could even take the first leader you see and let him or her guide your strategy - after all, the leader you really want might not appear till late. You get an action back if you replace a Leader before he or she becomes antiquated, so it will normally only be your first leader who costs you an action cube.&lt;br /&gt;
&lt;br /&gt;
For most of the game it doesn’t matter how much stronger you are than your opponents, only that you *are* stronger. If you are weaker than your opponents, you will occasionally lose a cube or two, or miss out on the freebies from certain Events, but you should be able to make up for this using actions that your opponents are using to build up their armies. However, beware! In Age III, there are multiple copies of warfare Events that penalise you heavily for weakness; not only can you lose culture points that run well into double figures from these, but your attacker gains as many points himself, doubling the pain. So keep an eye out for &#039;free&#039; strength points, that don&#039;t require workers, such as those from special technologies, Tactics cards, and Leaders (but there are no Age III fighting leaders, so you might need to plan ahead).&lt;br /&gt;
&lt;br /&gt;
Michelangelo and William Shakespeare are extremely powerful for culture engines. Plan accordingly.&lt;br /&gt;
&lt;br /&gt;
The Great Wall is an extremely strong wonder.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=7698</id>
		<title>Tips throughtheagesnewstory</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_throughtheagesnewstory&amp;diff=7698"/>
		<updated>2021-03-23T00:07:48Z</updated>

		<summary type="html">&lt;p&gt;OneTomato: Need to be aware of mounting food pressures from the start; Leaders should complement or guide your strategy. Beware the Age III wars if you are weak.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your first turn, consider building a mine and increasing your population, getting a good start on resource production is a good idea.&lt;br /&gt;
&lt;br /&gt;
Value resources over food. You can build a new farm with resources, but you can’t build a new mine with food. However, once you have built, say, a couple of mines and a farm, you will find that your population starts consuming food even if no new workers are created - this is not the case with resources. Also, the new workers that you need to operate the buildings that you build with your resources, and to man your army, become steadily more expensive, whilst the cost of the buildings and troops doesn&#039;t change as you build more of them (they become more costly from Age to Age instead). Be aware that there are not enough Irrigation cards in Age I for everybody to get one - not to mention that these cards might not appear until late in the Age - and without Irrigation you will struggle to increase your population more than once every other turn. Consequently, it is vital to make maximum use of other sources of food and population, eg. Action cards and Events, until you discover whether you are going to be one of the lucky ones with Irrigation. If you are not lucky, you should consider a strategy that uses building upgrades to increase the productivity of the workers that you can afford, and think carefully about which Wonder(s?) to build, since these give you benefits such as happiness and culture points without requiring workers.&lt;br /&gt;
&lt;br /&gt;
Don’t worry too much about happiness; as long as you have idle workers you can go without it. However, idle workers are a luxury that you won&#039;t be able to afford for very long - see above. It is worth having one, or even two, in Age A in case one of the Events appears that allows you a free build if you have an idle worker, but after that you are better off putting them to work rather then using them simply to compensate for discontentment. You can always disband them later if necessary; don&#039;t forget that disbanded workers go back to the worker pool, not to the bank, although it does cost an action to do it.&lt;br /&gt;
&lt;br /&gt;
Don’t forget to take a Leader from every Age if the opportunity presents itself, but don&#039;t forget also that you can only take one Leader per Age from the card row, so choose one whose powers complement your general strategy; you could even take the first leader you see and let him or her guide your strategy - after all, the leader you really want might not appear till late. You get an action back if you replace a Leader before he or she becomes antiquated, so it will normally only be your first leader who costs you an action cube.&lt;br /&gt;
&lt;br /&gt;
For most of the game it doesn’t matter how much stronger you are than your opponents, only that you *are* stronger. If you are weaker than your opponents, you will occasionally lose out on some freebies from Events, but you should be able to make up for this using actions that your opponents are using to build up their armies. However, beware! In Age III, there are multiple copies of warfare Events that penalise you heavily for weakness; not only can you lose culture points that run well into double figures from these, but your attacker gains as many points himself, doubling the pain. So keep an eye out for &#039;free&#039; strength points, that don&#039;t require workers, such as those from special technologies, Tactics cards, and Leaders (but there are no Age III fighting leaders, so you might need to plan ahead).&lt;br /&gt;
&lt;br /&gt;
Michelangelo and William Shakespeare are extremely powerful for culture engines. Plan accordingly.&lt;br /&gt;
&lt;br /&gt;
The Great Wall is an extremely strong wonder.&lt;/div&gt;</summary>
		<author><name>OneTomato</name></author>
	</entry>
</feed>