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	<updated>2026-10-28T09:14:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcardia&amp;diff=26085</id>
		<title>Gamehelpcardia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcardia&amp;diff=26085"/>
		<updated>2025-08-07T10:04:51Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* End of game and goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game overview ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duel for Cardia&#039;&#039;&#039; is a game for &#039;&#039;2 players&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Both players have an &#039;&#039;&#039;identical deck of 16 cards&#039;&#039;&#039;. Both player shuffle their deck and draw &#039;&#039;&#039;5 cards into their hand&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Play cards ====&lt;br /&gt;
&lt;br /&gt;
Each round, both players play a card &#039;&#039;&#039;simultaneously&#039;&#039;&#039;. The two cards played duel each other.&lt;br /&gt;
&lt;br /&gt;
==== Reveal cards ====&lt;br /&gt;
&lt;br /&gt;
The card that has the &#039;&#039;&#039;higher&#039;&#039;&#039; influence wins one &#039;&#039;&#039;signet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The card that has the &#039;&#039;&#039;lower&#039;&#039;&#039; influence, activates the &#039;&#039;&#039;ability&#039;&#039;&#039; or the card.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, no signet is awarded and no ability is activated.&lt;br /&gt;
&lt;br /&gt;
==== End of round ====&lt;br /&gt;
&lt;br /&gt;
The cards played remain in place. At the end of each round, each player draws &#039;&#039;&#039;1 card from their own deck&#039;&#039;&#039; (if possible).&lt;br /&gt;
&lt;br /&gt;
=== End of game and goal === &lt;br /&gt;
&lt;br /&gt;
The game ends if:&lt;br /&gt;
* a player has at least &#039;&#039;&#039;5 signets&#039;&#039;&#039; at the end of a round. This player wins.&lt;br /&gt;
* a player &#039;&#039;&#039;cannot play a card&#039;&#039;&#039;. The other player wins.&lt;br /&gt;
* a player activate an &#039;&#039;&#039;ability&#039;&#039;&#039; saying that this player wins.&lt;br /&gt;
&lt;br /&gt;
The game is played until one person has won &#039;&#039;&#039;2 games&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only the ability of the lower card is activated. If there is a tie, no ability is activated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you activate an &#039;&#039;&#039;instant ability&#039;&#039;&#039;, resolve it immediately once.&lt;br /&gt;
&lt;br /&gt;
When you activate an &#039;&#039;&#039;ongoing ability&#039;&#039;&#039;, a token is placed on that card. The ongoing ability is in effect &#039;&#039;&#039;from now on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Modifying influence ===&lt;br /&gt;
&lt;br /&gt;
Some abilities change the influence of other cards. The corresponding duel is re-evaluated. Signets can change sides or be removed in the event of a tie. Abilities are not activated.&lt;br /&gt;
&lt;br /&gt;
=== Locations (optional) ===&lt;br /&gt;
&lt;br /&gt;
When creating a game table, you can optionally select a location. Each location has a rule that applies for the entire game.&lt;br /&gt;
&lt;br /&gt;
Recommendation: Play both deck I and deck II without a location at first. After you have played a few games, you can vary the game with locations cards and deck II.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrawberrysunset&amp;diff=23046</id>
		<title>Gamehelpstrawberrysunset</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstrawberrysunset&amp;diff=23046"/>
		<updated>2024-10-17T11:31:01Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* Set Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create the best strawberry patch within a beautiful garden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set Up==&lt;br /&gt;
&lt;br /&gt;
Cards are played from three decks, identifiable by the rear of the card: Sunrise, Noon, and Sunset.&lt;br /&gt;
&lt;br /&gt;
Each deck is shuffled indipendently and 1 card from the Sunrise deck is dealt to each gardener (player).&lt;br /&gt;
&lt;br /&gt;
Some cards may be discarded before playing, depending on the number of gardeners:&lt;br /&gt;
&lt;br /&gt;
* 2 gardeners - discard 8 cards from each deck;&lt;br /&gt;
* 3 gardeners - discard 4 cards from each deck;&lt;br /&gt;
* 4 gardeners - no cards are discarded.&lt;br /&gt;
&lt;br /&gt;
The decks are placed in a single pile forming the Main Deck: Sunrise on top, Noon underneath, and Sunset on the bottom.&lt;br /&gt;
&lt;br /&gt;
Place the top card face up to comprise the Sunrise Compost Pile (separate compost piles for Sunrise, Noon and Sunset decks).&lt;br /&gt;
&lt;br /&gt;
Each player starts with one card in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* Cards can be taken from the deck or the compost pile. If taken from the Main Deck, there is a choice between two cards. The rejected one is placed at the bottom of it&#039;s own deck.&lt;br /&gt;
&lt;br /&gt;
* Each feature on the cards counts as a plot&lt;br /&gt;
&lt;br /&gt;
* Cards must be placed vertically, never horizontally. Cards may be turned upside down. At least one currently placed plot must be covered by a new plot. Placed cards can be completely covered if wished.  &lt;br /&gt;
&lt;br /&gt;
* A strawberry plant has three sections, roots, flowers and fruit. These must be placed in order to score. A root can sustain multiple plants.&lt;br /&gt;
&lt;br /&gt;
* Cover gravel plots where possible, to avoid losing points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game finishes when the Main Deck is exhausted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Complete strawberry plants - 5 points&lt;br /&gt;
&lt;br /&gt;
Water features - 3 points&lt;br /&gt;
&lt;br /&gt;
Pathways - The longest continuous path scores 1 point per plot that it passes through. Only the longest path of each player scores.&lt;br /&gt;
&lt;br /&gt;
Gravel plots lose 2 points each&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Scoring===&lt;br /&gt;
&lt;br /&gt;
A statue adjacent to a gravel patch +1 for the gravel(not -2) and 1 point for each statue&lt;br /&gt;
&lt;br /&gt;
Water features - 2 extra points for each connected water plot (3 points for one water plot, 5 points for connected water plots). Connected water plots must not have paths between them. &lt;br /&gt;
&lt;br /&gt;
Birdbaths - 3 points for every two birdbaths&lt;br /&gt;
&lt;br /&gt;
Beehives - 3 points for every two beehives&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=20551</id>
		<title>Gamehelpzefiria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=20551"/>
		<updated>2024-03-24T06:49:29Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zefiria is a co-operative game to try to put all the cards in the grid back in the right order as depicted on the goal map card.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player choose their Wind Spirit and place it on a corner to start at. Each Wind Spirit has a unique way for its actions of &#039;&#039;&#039;Breeze&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The time track is put to the side based on the number of players and the relevant number of purple round markers is placed on it to determine the game&#039;s length.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you have 4 action points to spend (5 in 2-player) on two actions which will then vary by character, these are:&lt;br /&gt;
&lt;br /&gt;
Fly - Generally a move type power.&lt;br /&gt;
&lt;br /&gt;
Breeze - Generally a manipulation type power.&lt;br /&gt;
&lt;br /&gt;
You cannot move through or onto the same space as another player.&lt;br /&gt;
&lt;br /&gt;
You cannot manipulate a tile occupied by a player.&lt;br /&gt;
&lt;br /&gt;
If your breeze causes a tile to in effect pass over another during the exchange, for each it passes over this will cost you an extra action point and is known as overflying a tile.&lt;br /&gt;
===Borea===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card of the same colour as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the symbol of your current space.&lt;br /&gt;
&lt;br /&gt;
===Jugo===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card with the same icon as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the colour of your current space.&lt;br /&gt;
&lt;br /&gt;
===Etesia===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card along the diagonals to the one she&#039;s occupying.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap an orthogonally adjacent tile with any other tile.&lt;br /&gt;
&lt;br /&gt;
===Skyron===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap the tile you stand on with any other, then decide which to reside on.&lt;br /&gt;
&lt;br /&gt;
===Austro===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action point to move around the edge of the board (outside the map) to land on an edge space, but cannot move into the central areas.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap tiles in your current row or column.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends on the final round, and scoring is based on how well you managed to put the island back to its true form.&lt;br /&gt;
&lt;br /&gt;
* Gain 1 victory point for each Island card in the right place.&lt;br /&gt;
* &#039;&#039;In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.&#039;&#039;&lt;br /&gt;
* Lose 1 victory point for each Island card in the wrong spot, on the right row.&lt;br /&gt;
* Lose 2 VP for each Island card both in the wrong spot and in the wrong row.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
SETUP&lt;br /&gt;
&lt;br /&gt;
The Island cars are shuffled and placed in a 5x5 grid. Players pick their individual wind spirit. First player chosen and given the timer card.&lt;br /&gt;
&lt;br /&gt;
PLAY&lt;br /&gt;
&lt;br /&gt;
The first player will remove a time gem then all players and a clockwise order take their turn of the round, each wind spirit has a different movement and breeze they can use to move islands.&lt;br /&gt;
&lt;br /&gt;
GOAL&lt;br /&gt;
&lt;br /&gt;
As a group of wind spirits you are to put the islands back in order.&lt;br /&gt;
&lt;br /&gt;
END GAME&lt;br /&gt;
&lt;br /&gt;
After every player has taken their turn after removing the last time gem.&lt;br /&gt;
&lt;br /&gt;
SCORING&lt;br /&gt;
&lt;br /&gt;
Every island in its proper place scores +1.&lt;br /&gt;
&lt;br /&gt;
Every island in its color row but not in its place scores -1.&lt;br /&gt;
&lt;br /&gt;
Every island not in its color row scores -2.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=20550</id>
		<title>Gamehelpzefiria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=20550"/>
		<updated>2024-03-24T06:48:37Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zefiria is a co-operative game to try to put all the cards in the grid back in the right order as depicted on the goal map card.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player choose their Wind Spirit and place it on a corner to start at. Each Wind Spirit has a unique way for its actions of &#039;&#039;&#039;Breeze&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The time track is put to the side based on the number of players and the relevant number of purple round markers is placed on it to determine the game&#039;s length.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you have 4 action points to spend (5 in 2-player) on two actions which will then vary by character, these are:&lt;br /&gt;
&lt;br /&gt;
Fly - Generally a move type power.&lt;br /&gt;
&lt;br /&gt;
Breeze - Generally a manipulation type power.&lt;br /&gt;
&lt;br /&gt;
You cannot move through or onto the same space as another player.&lt;br /&gt;
&lt;br /&gt;
You cannot manipulate a tile occupied by a player.&lt;br /&gt;
&lt;br /&gt;
If your breeze causes a tile to in effect pass over another during the exchange, for each it passes over this will cost you an extra action point and is known as overflying a tile.&lt;br /&gt;
===Borea===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card of the same colour as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the symbol of your current space.&lt;br /&gt;
&lt;br /&gt;
===Jugo===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card with the same icon as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the colour of your current space.&lt;br /&gt;
&lt;br /&gt;
===Etesia===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card along the diagonals to the one she&#039;s occupying.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap an orthogonally adjacent tile with any other tile.&lt;br /&gt;
&lt;br /&gt;
===Skyron===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap the tile you stand on with any other, then decide which to reside on.&lt;br /&gt;
&lt;br /&gt;
===Austro===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action point to move around the edge of the board (outside the map) to land on an edge space, but cannot move into the central areas.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap tiles in your current row or column.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends on the final round, and scoring is based on how well you managed to put the island back to its true form.&lt;br /&gt;
&lt;br /&gt;
* Gain 1 victory point for each Island card in the right place.&lt;br /&gt;
* &#039;&#039;In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.&#039;&#039;&lt;br /&gt;
* Lose 1 vicotry point for each Island card in the wrong spot, on the right row.&lt;br /&gt;
* Lose 2 VP for each Island card both in the wrong spot and in the wrong row.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
SETUP&lt;br /&gt;
&lt;br /&gt;
The Island cars are shuffled and placed in a 5x5 grid. Players pick their individual wind spirit. First player chosen and given the timer card.&lt;br /&gt;
&lt;br /&gt;
PLAY&lt;br /&gt;
&lt;br /&gt;
The first player will remove a time gem then all players and a clockwise order take their turn of the round, each wind spirit has a different movement and breeze they can use to move islands.&lt;br /&gt;
&lt;br /&gt;
GOAL&lt;br /&gt;
&lt;br /&gt;
As a group of wind spirits you are to put the islands back in order.&lt;br /&gt;
&lt;br /&gt;
END GAME&lt;br /&gt;
&lt;br /&gt;
After every player has taken their turn after removing the last time gem.&lt;br /&gt;
&lt;br /&gt;
SCORING&lt;br /&gt;
&lt;br /&gt;
Every island in its proper place scores +1.&lt;br /&gt;
&lt;br /&gt;
Every island in its color row but not in its place scores -1.&lt;br /&gt;
&lt;br /&gt;
Every island not in its color row scores -2.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=20549</id>
		<title>Gamehelpzefiria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzefiria&amp;diff=20549"/>
		<updated>2024-03-24T06:47:46Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Zefiria is a co-operative game to try to put all the cards in the grid back in the right order as depicted on the goal map card.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, each player choose their Wind Spirit and place it on a corner to start at. Each Wind Spirit has a unique way for its actions of &#039;&#039;&#039;Breeze&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The time track is put to the side based on the number of players and the relevant number of purple round markers is placed on it to determine the game&#039;s length.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you have 4 action points to spend (5 in 2-player) on two actions which will then vary by character, these are:&lt;br /&gt;
&lt;br /&gt;
Fly - Generally a move type power.&lt;br /&gt;
&lt;br /&gt;
Breeze - Generally a manipulation type power.&lt;br /&gt;
&lt;br /&gt;
You cannot move through or onto the same space as another player.&lt;br /&gt;
&lt;br /&gt;
You cannot manipulate a tile occupied by a player.&lt;br /&gt;
&lt;br /&gt;
If your breeze causes a tile to in effect pass over another during the exchange, for each it passes over this will cost you an extra action point and is known as overflying a tile.&lt;br /&gt;
===Borea===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card of the same colour as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the symbol of your current space.&lt;br /&gt;
&lt;br /&gt;
===Jugo===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card with the same icon as the current space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap two unoccupied tiles if at least one of them matches the colour of your current space.&lt;br /&gt;
&lt;br /&gt;
===Etesia===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to a card along the diagonals to the one she&#039;s occupying.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap an orthogonally adjacent tile with any other tile.&lt;br /&gt;
&lt;br /&gt;
===Skyron===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action Point to move to an orthogonally adjacent space.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap the tile you stand on with any other, then decide which to reside on.&lt;br /&gt;
&lt;br /&gt;
===Austro===&lt;br /&gt;
&lt;br /&gt;
Fly&lt;br /&gt;
&lt;br /&gt;
1 Action point to move around the edge of the board (outside the map) to land on an edge space, but cannot move into the central areas.&lt;br /&gt;
&lt;br /&gt;
Breeze&lt;br /&gt;
&lt;br /&gt;
1 Action Point to swap tiles in your current row or column.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends on the final round, and scoring is based on how well you managed to put the island back to its true form.&lt;br /&gt;
&lt;br /&gt;
* Gain 1 victory point for each Island card in the right place.&lt;br /&gt;
* &#039;&#039;In Storm Mode, gain 1 victory point for Magical Gem still owned by the Wind Spirits.&#039;&#039;&lt;br /&gt;
* Lose 1 vicotry point for each Island card in the wrong spot, on the right row.&lt;br /&gt;
* Lose 2 VP for each Island card both in the wrong spot and in the wrong row.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
SETUP&lt;br /&gt;
&lt;br /&gt;
The Island cars are shuffled and placed in a 5x5 grid. Players pick their individual wind spirit. First player chosen and given the timer card.&lt;br /&gt;
&lt;br /&gt;
PLAY&lt;br /&gt;
&lt;br /&gt;
The first player will remove a time gem then all players and a clockwise order take their turn of the round, each wind spirit has a different movement and breeze they can use to move islands.&lt;br /&gt;
&lt;br /&gt;
GOAL&lt;br /&gt;
&lt;br /&gt;
As a group of wind spirits you are to put the islands back in order.&lt;br /&gt;
&lt;br /&gt;
END GAME&lt;br /&gt;
&lt;br /&gt;
After every player has taken their turn after removing the last time gem.&lt;br /&gt;
&lt;br /&gt;
SCORING&lt;br /&gt;
&lt;br /&gt;
Every island in its proper place scores +1&lt;br /&gt;
&lt;br /&gt;
Every island in its color row but not in its place -1&lt;br /&gt;
&lt;br /&gt;
Every island not in its color row -2&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppocketcats&amp;diff=20281</id>
		<title>Gamehelppocketcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppocketcats&amp;diff=20281"/>
		<updated>2024-02-29T06:48:58Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Seed your cats strategically around the grid to capture prey and avoid dogs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
Start by choosing a clan, each clan has a special effect in general and an ability for your Chief (the Chief is indicated by a paw print next to their value)&lt;br /&gt;
&lt;br /&gt;
In Freedom mode, all clans are available and players pick in turn order&lt;br /&gt;
&lt;br /&gt;
In Limited mode, each player is dealt 3 clans and picks one&lt;br /&gt;
&lt;br /&gt;
In Expert mode, one player draws 3 and picks 1, then passes the remaining 2 to their opponent who picks 1 from the remaining 2. This mode should be played twice to make it fair and then create an overall score of the two games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick any face down tile and flip it face up&lt;br /&gt;
&lt;br /&gt;
Depending on what it is, you can then exchange it with another tile in a number of ways:&lt;br /&gt;
&lt;br /&gt;
Prey tiles are swapped with any of the 8 adjacent tiles (that is orthogonal OR diagonal)&lt;br /&gt;
&lt;br /&gt;
Cat tiles are swapped with a tile 1 or 2 spaces away orthogonally&lt;br /&gt;
&lt;br /&gt;
Dog tiles are swapped with any tile in its row or column&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when the final tile is revealed&lt;br /&gt;
&lt;br /&gt;
Any cats which are adjacent to a dog AND pointed to by its dog arrows are flipped face down&lt;br /&gt;
&lt;br /&gt;
For each Prey, calculate the Cat values of each clan which is orthogonally adjacent, the clan with the highest value wins the prey&lt;br /&gt;
&lt;br /&gt;
For Pigeons and Flies, if one player has won both Pigeons or both Flies, the victory points on these tiles are multiplied together. (Pigeons will be 10 victory points and Flies will be 12)&lt;br /&gt;
&lt;br /&gt;
If clans have end of game effects, the clan with the combined highest value cats applies their effect first&lt;br /&gt;
&lt;br /&gt;
Whoever has the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most prey tiles wins!&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppocketcats&amp;diff=20280</id>
		<title>Gamehelppocketcats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppocketcats&amp;diff=20280"/>
		<updated>2024-02-29T06:47:45Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* Turn */  adjacent tiles are 8, not 9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Seed your cats strategically around the grid to capture prey and avoid dogs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
Start by choosing a clan, each clan has a special effect in general and an ability for your Chief (the Chief is indicated by a paw print next to their value)&lt;br /&gt;
&lt;br /&gt;
In Freedom mode, all clans are available and players pick in turn order&lt;br /&gt;
&lt;br /&gt;
In Limited mode, each player is dealt 3 clans and picks one&lt;br /&gt;
&lt;br /&gt;
In Expert mode, one player draws 3 and picks 1, then passes the remaining 2 to their opponent who picks 1 from the remaining 2. This mode should be played twice to make it fair and then create an overall score of the two games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, pick any face down tile and flip it face up&lt;br /&gt;
&lt;br /&gt;
Depending on what it is, you can then exchange it with another tile in a number of ways:&lt;br /&gt;
&lt;br /&gt;
Prey tiles are swapped with any of the 8 adjacent tiles (that is orthogonal OR diagonal)&lt;br /&gt;
&lt;br /&gt;
Cat tiles are swapped with a tile 1 or 2 spaces away orthogonally&lt;br /&gt;
&lt;br /&gt;
Dog tiles are swapped with any tile in its row or column&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when the final tile is revealed&lt;br /&gt;
&lt;br /&gt;
Any cats which are adjacent to a dog AND pointed to by its dog arrows are flipped face down&lt;br /&gt;
&lt;br /&gt;
For each Prey, calculate the Cat values of each clan which is orthogonally adjacent, the clan with the highest value wins the prey&lt;br /&gt;
&lt;br /&gt;
For Pigeons and Flies, if one player has won both Pigeons or both Flies, the victory points on these tiles are&lt;br /&gt;
&lt;br /&gt;
multiplied together. (Pigeons will be 10 victory points and Flies will be 12)&lt;br /&gt;
&lt;br /&gt;
If clans have end of game effects, the clan with the combined highest value cats applies their effect first&lt;br /&gt;
&lt;br /&gt;
Whoever has the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most prey tiles wins!&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquibbles&amp;diff=17534</id>
		<title>Gamehelpquibbles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquibbles&amp;diff=17534"/>
		<updated>2023-07-20T06:42:01Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: Remove broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quibbles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-5 players, 8+, 5 minutes per player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 132 cards, numbered 1 to 6: 20×1, 20×2, 20×3, 22×4, 24×5, 26×6&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Shuffle the cards thoroughly.&lt;br /&gt;
# Draw 6 cards and put them in a &#039;&#039;&#039;face up row&#039;&#039;&#039; in the middle of the table.&lt;br /&gt;
# Deal every player a &#039;&#039;&#039;hand of 6&#039;&#039;&#039; cards.&lt;br /&gt;
# Form a face down &#039;&#039;&#039;draw pile&#039;&#039;&#039; from the remaining cards and put it in the middle of the table.&lt;br /&gt;
# Make room for a discard pile.&lt;br /&gt;
# Every player makes room in front of them for a &#039;&#039;&#039;collection&#039;&#039;&#039; of 6 cards.&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
To be the first player to collect cards with a total value of 21 points.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Play in turns. When it is your turn, you first choose to either &#039;&#039;&#039;TAKE&#039;&#039;&#039; or &#039;&#039;&#039;PASS&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
=== TAKE ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play 1 to 6 cards from your hand&#039;&#039;&#039; with a total value of 6 or less. Put them on the discard pile. Now take cards from the central row on the table in your hands.&lt;br /&gt;
&lt;br /&gt;
* If you play a &#039;&#039;&#039;single card&#039;&#039;&#039;, you may take all sets of 2 or more cards with the same total value as the card you played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;: you play a 6 from your hand and now take back a pair of 3s, and a 2+4 set from the table. You leave a 1+5 set on the table, even though you were allowed to take it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: every card in the row on the table can only be part of 1 set.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* If you play &#039;&#039;&#039;2 or more cards&#039;&#039;&#039;, you may take all single cards with the same value as the total value of the cards you played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;: play a 1, a 2, and a 3 and take all three 6es from the table.&lt;br /&gt;
&lt;br /&gt;
=== PASS ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 1 card from your hand&#039;&#039;&#039; face up to the row on the table, draw 2 cards from the draw pile, and put them in your hand.&lt;br /&gt;
&lt;br /&gt;
=== NEXT ===&lt;br /&gt;
&lt;br /&gt;
You may optionally &#039;&#039;&#039;add 1 card to your collection&#039;&#039;&#039;. To add it, you must take &#039;&#039;&#039;all cards of the same value&#039;&#039;&#039; from your hand, with a minimum amount equal to the value of the card. Add one of them to your collection and discard the other cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other words&#039;&#039;&#039;: to add a 5 to your collection, you need to have at least five 5s. But for a 2 you only need two 2s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: you can have only 6 cards in your collection. If you still want to add a card to your collection, you will have to remove one card from your collection first, and put it on the discard pile.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;: you take all four 4s from your hand, put one 4 in your collection and discard the remaining 4s. You now have no more 4s in your hand.&lt;br /&gt;
&lt;br /&gt;
=== FINALLY ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Refill the central row&#039;&#039;&#039; to 6 face up cards with cards from the draw pile.&lt;br /&gt;
* When there are &#039;&#039;&#039;10 cards in the central row&#039;&#039;&#039;, discard all cards and put 6 new face up cards on the table.&lt;br /&gt;
* If your &#039;&#039;&#039;hand is empty&#039;&#039;&#039;, all players have to discard the cards they hold in their hands. Deal every player a hand of 6 new cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: if the draw pile is empty, shuffle the discard pile and form a new pile.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Now it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
You win as soon as you have a collection with a total value of at least 21 (for instance, a 1, 2, 3, 4, 5, and 6). The game ends immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;© 2023 by Gam’inBIZ - All rights reserved&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplegendraiders&amp;diff=16452</id>
		<title>Gamehelplegendraiders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplegendraiders&amp;diff=16452"/>
		<updated>2023-03-29T22:19:38Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Discover legendary places and artifacts to score the most points and be the first to complete your 6th discovery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, first roll the dice&lt;br /&gt;
&lt;br /&gt;
Then either:&lt;br /&gt;
&lt;br /&gt;
Prepare for Expeditions&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Go on Expeditions&lt;br /&gt;
&lt;br /&gt;
===Roll the Dice===&lt;br /&gt;
&lt;br /&gt;
First, roll the dice and:&lt;br /&gt;
&lt;br /&gt;
Draw 1 Tool Token, if you already are at capacity of 6, choose which to discard after drawing&lt;br /&gt;
&lt;br /&gt;
Every Player flips their torches, this means lit torches become unlit and unlit torches become lit&lt;br /&gt;
&lt;br /&gt;
Score an extra victory point for each discovery claimed this turn&lt;br /&gt;
&lt;br /&gt;
After the result of the dice is resolved, move on to your main action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF YOU FORGET THIS, THERE IS A PENALTY, AND YES BGA IMPLEMENTS THIS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prepare for Expeditions===&lt;br /&gt;
&lt;br /&gt;
Pick a column on the Headquarters Board and take everything there (1 Discovery Tile + 2 Tools)&lt;br /&gt;
&lt;br /&gt;
You may hold a maximum of 3 Discovery Tiles and 6 Tools, as such, if after drawing you are over this limit, you may discard old or new components to get down to the limit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Go On Expeditions===&lt;br /&gt;
&lt;br /&gt;
First, take a visible or blind expedition card&lt;br /&gt;
&lt;br /&gt;
Optionally, you can then complete up to 3 discovery tiles on your player board if able&lt;br /&gt;
&lt;br /&gt;
To complete a discovery tile, you must have the required tools it asks for, a Lit Torch is wild&lt;br /&gt;
&lt;br /&gt;
After proving its completion, move the used tools into the bag and the tile onto the lower half of your board face down&lt;br /&gt;
&lt;br /&gt;
Score 1 VP for each coin shown on your board&lt;br /&gt;
&lt;br /&gt;
Each character has a favourite tool, score 1 VP per instance this tool was used, excluding wild Lit Torches&lt;br /&gt;
&lt;br /&gt;
Remember to add a point if you rolled the coin at the start&lt;br /&gt;
&lt;br /&gt;
Repeat this up to 2 more times as you wish for each discovery tile you wish to process&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when a player completes their 6th discovery, then the current round concludes as normal&lt;br /&gt;
&lt;br /&gt;
It is possible to have up to 8 discoveries, as you can complete up to 3 on a turn, and 5 + 3 = 8&lt;br /&gt;
&lt;br /&gt;
Mission cards score if you have that combination of symbols on your completed discovery tiles, and each discovery tile can be allocated to as many missions as you wish&lt;br /&gt;
&lt;br /&gt;
Discovery cards can be used towards Missions in addition to the Discovery Tiles&lt;br /&gt;
&lt;br /&gt;
Still held dice cards are worth 1 VP, or can be used during game to change the roll to whatever you wish&lt;br /&gt;
&lt;br /&gt;
Ties are resolved by whoever was most recent to play&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppyrgos&amp;diff=16108</id>
		<title>Gamehelppyrgos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppyrgos&amp;diff=16108"/>
		<updated>2023-02-16T11:28:48Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: remove links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= [[Gamehelppyrga|GameHelpPyrga]] =&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 4×4 board.&lt;br /&gt;
* 15 light and 15 dark pieces:&lt;br /&gt;
** 5 &#039;&#039;&#039;Squares&#039;&#039;&#039;&lt;br /&gt;
** 5 &#039;&#039;&#039;Triangles&#039;&#039;&#039;&lt;br /&gt;
** 5 &#039;&#039;&#039;Cylinders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Minimalist 2-player abstract strategy game. &lt;br /&gt;
* Players are architects competing to build Towers.&lt;br /&gt;
* The last piece determines the opponent&#039;s possible moves.&lt;br /&gt;
* The first player to control three Towers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* White starts by playing any piece on &#039;&#039;&#039;any&#039;&#039;&#039; space. If White plays a Square, they cannot play a Square as their second piece.&lt;br /&gt;
* Players take turns to play one of their pieces.&lt;br /&gt;
* Each space of the board can support only one Tower.&lt;br /&gt;
* Each Tower is made of one piece of each kind:&lt;br /&gt;
** &#039;&#039;&#039;Square&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Triangle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Cylinder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Note: each Tower can have either colour of pieces.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Note: pieces may be played in any order.&#039;&#039;&lt;br /&gt;
* If the active player cannot play according to the last piece&#039;s rule, they may play on any &#039;&#039;&#039;empty&#039;&#039;&#039; space.&lt;br /&gt;
* A Tower is controlled by the player with the most pieces.&lt;br /&gt;
** &#039;&#039;i.e. 2 or 3 pieces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Square ===&lt;br /&gt;
&lt;br /&gt;
* The opponent must play in an orthogonally adjacent space.&lt;br /&gt;
** &#039;&#039;i.e. vertically or horizontally.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Note: White cannot place two squares in a row as their first and second move.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Triangle ===&lt;br /&gt;
&lt;br /&gt;
* The active player selects the orientation.&lt;br /&gt;
** Must point to at least one space.&lt;br /&gt;
* The opponent must play in the line indicated by the Triangle.&lt;br /&gt;
* &#039;&#039;Note: Triangles cannot be re-oriented.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cylinder ===&lt;br /&gt;
&lt;br /&gt;
* The opponent must play on the same space.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* The first player to control three completed Towers wins.&lt;br /&gt;
* If the active player has no possible moves the game ends with tiebreaks:&lt;br /&gt;
&lt;br /&gt;
=== Tiebreaks ===&lt;br /&gt;
&lt;br /&gt;
# Most completed towers.&lt;br /&gt;
# Most two-piece towers.&lt;br /&gt;
# Most one-piece towers.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppyrgos&amp;diff=16107</id>
		<title>Gamehelppyrgos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppyrgos&amp;diff=16107"/>
		<updated>2023-02-16T11:10:56Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: Title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= [[Gamehelppyrga|GameHelpPyrga]] =&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 4×4 board.&lt;br /&gt;
* 15 light and 15 dark pieces:&lt;br /&gt;
** 5 &#039;&#039;&#039;[[#Square|Squares]]&#039;&#039;&#039;&lt;br /&gt;
** 5 &#039;&#039;&#039;[[#Triangle|Triangles]]&#039;&#039;&#039;&lt;br /&gt;
** 5 &#039;&#039;&#039;[[#Cylinder|Cylinders]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Minimalist 2-player abstract strategy game. &lt;br /&gt;
* Players are architects competing to build Towers.&lt;br /&gt;
* The last piece determines the opponent&#039;s possible moves.&lt;br /&gt;
* The first player to control three Towers wins the game.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* White starts by playing any piece on &#039;&#039;&#039;any&#039;&#039;&#039; space. If White plays a Square, they cannot play a Square as their second piece.&lt;br /&gt;
* Players take turns to play one of their pieces.&lt;br /&gt;
* Each space of the board can support only one Tower.&lt;br /&gt;
* Each Tower is made of one piece of each kind:&lt;br /&gt;
** &#039;&#039;&#039;[[#Square|Square]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[#Triangle|Triangle]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[#Cylinder|Cylinder]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Note: each Tower can have either colour of pieces.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Note: pieces may be played in any order.&#039;&#039;&lt;br /&gt;
* If the active player cannot play according to the last piece&#039;s rule, they may play on any &#039;&#039;&#039;empty&#039;&#039;&#039; space.&lt;br /&gt;
* A Tower is controlled by the player with the most pieces.&lt;br /&gt;
** &#039;&#039;i.e. 2 or 3 pieces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Square ===&lt;br /&gt;
&lt;br /&gt;
* The opponent must play in an orthogonally adjacent space.&lt;br /&gt;
** &#039;&#039;i.e. vertically or horizontally.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Note: White cannot place two squares in a row as their first and second move.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Triangle ===&lt;br /&gt;
&lt;br /&gt;
* The active player selects the orientation.&lt;br /&gt;
** Must point to at least one space.&lt;br /&gt;
* The opponent must play in the line indicated by the Triangle.&lt;br /&gt;
* &#039;&#039;Note: Triangles cannot be re-oriented.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cylinder ===&lt;br /&gt;
&lt;br /&gt;
* The opponent must play on the same space.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* The first player to control three completed Towers wins.&lt;br /&gt;
* If the active player has no possible moves the game ends with tiebreaks:&lt;br /&gt;
&lt;br /&gt;
=== Tiebreaks ===&lt;br /&gt;
&lt;br /&gt;
# Most completed towers.&lt;br /&gt;
# Most two-piece towers.&lt;br /&gt;
# Most one-piece towers.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmodten&amp;diff=15594</id>
		<title>Gamehelpmodten</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmodten&amp;diff=15594"/>
		<updated>2022-12-21T06:24:55Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION == &lt;br /&gt;
Mod Ten is a shedding card game for 2, 3, 4, 5, or 6 players.&lt;br /&gt;
&lt;br /&gt;
== DECK ==&lt;br /&gt;
Either a single, or double stripped deck is used.&lt;br /&gt;
&lt;br /&gt;
In a single deck, the following cards are removed&lt;br /&gt;
* All games: 5s, 10s, and face cards.&lt;br /&gt;
* 3/5/6 player games, additionally: The Ace and 9 of Spades.&lt;br /&gt;
&lt;br /&gt;
In a double deck (BGA default) deck, the following cards are removed&lt;br /&gt;
* All games: 10s and face cards.&lt;br /&gt;
* 3/5/6 players games, additionally: The Aces and 9s of Spades, Clubs and Diamonds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RANKS == &lt;br /&gt;
High to low: 9, 8, 7, 6, 5, 4, 3, 2, Ace. Suits are irrelevant.&lt;br /&gt;
&lt;br /&gt;
== PLAY ==&lt;br /&gt;
The player to the dealers left leads by placing any card from his hand face up on the table. &lt;br /&gt;
Continuing clockwise, players must follow suit if possible. If not, their turn is skipped. If your played card brings the sum of table cards to a multiple of 10, you collect all the table cards, place them face down on the discard pile, and lead another card of any suit.&lt;br /&gt;
&lt;br /&gt;
== OBJECT OF THE GAME == &lt;br /&gt;
The first player to play his last card wins the game.&lt;br /&gt;
&lt;br /&gt;
== Dealer Selection ==&lt;br /&gt;
The dealer of the first hand of the game is selected at random, in subsequent hands it will be the player&lt;br /&gt;
to the right of the last player to shed a card in the previous hand.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphadron&amp;diff=14891</id>
		<title>Gamehelphadron</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphadron&amp;diff=14891"/>
		<updated>2022-10-02T15:04:18Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: /* INTRODUCTION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION ==&lt;br /&gt;
Hadron is a two player game played on a 5x5 (or 7x7...) square board, initially &lt;br /&gt;
empty. &lt;br /&gt;
&lt;br /&gt;
The two players, Red and Blue, take turns adding their own tiles to the board, &lt;br /&gt;
one tile per turn, starting with Red.&lt;br /&gt;
&lt;br /&gt;
If you have a placement available, you &lt;br /&gt;
must make one. Passing is not allowed.&lt;br /&gt;
&lt;br /&gt;
Draws cannot occur in Hadron.&lt;br /&gt;
&lt;br /&gt;
== PLACEMENT RULE ==&lt;br /&gt;
You can place a tile in isolation, not adjacent to anything. &lt;br /&gt;
&lt;br /&gt;
Or you can place a tile &lt;br /&gt;
to form one (horizontal or vertical) adjacency with a friendly tile and one &lt;br /&gt;
adjacency with an enemy tile.&lt;br /&gt;
&lt;br /&gt;
Or you can form two adjacencies with friendly &lt;br /&gt;
tiles and two adjacencies with enemy tiles. &lt;br /&gt;
&lt;br /&gt;
== OBJECT OF THE GAME ==&lt;br /&gt;
The last player to make a placement wins. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have a placement available &lt;br /&gt;
on your turn, you lose.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphadron&amp;diff=14890</id>
		<title>Gamehelphadron</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphadron&amp;diff=14890"/>
		<updated>2022-10-02T15:04:00Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: Copied from game rules PDF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== INTRODUCTION ==&lt;br /&gt;
Hadron is a two player game played on a 5x5 (or 7x7...) square board, initially &lt;br /&gt;
empty. &lt;br /&gt;
&lt;br /&gt;
The two players, Red and Blue, take turns adding their own tiles to the board, &lt;br /&gt;
one tile per turn, starting with Red.&lt;br /&gt;
&lt;br /&gt;
 If you have a placement available, you &lt;br /&gt;
must make one. Passing is not allowed.&lt;br /&gt;
&lt;br /&gt;
Draws cannot occur in Hadron. &lt;br /&gt;
&lt;br /&gt;
== PLACEMENT RULE ==&lt;br /&gt;
You can place a tile in isolation, not adjacent to anything. &lt;br /&gt;
&lt;br /&gt;
Or you can place a tile &lt;br /&gt;
to form one (horizontal or vertical) adjacency with a friendly tile and one &lt;br /&gt;
adjacency with an enemy tile.&lt;br /&gt;
&lt;br /&gt;
Or you can form two adjacencies with friendly &lt;br /&gt;
tiles and two adjacencies with enemy tiles. &lt;br /&gt;
&lt;br /&gt;
== OBJECT OF THE GAME ==&lt;br /&gt;
The last player to make a placement wins. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have a placement available &lt;br /&gt;
on your turn, you lose.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiablo&amp;diff=14865</id>
		<title>Gamehelpdiablo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiablo&amp;diff=14865"/>
		<updated>2022-10-01T06:06:50Z</updated>

		<summary type="html">&lt;p&gt;Pidaydev: Copied from game rules PDF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DIABLO&lt;br /&gt;
by Mark Steere&lt;br /&gt;
&lt;br /&gt;
INTRODUCTION Diablo is a two-player game played with two dice and unlimited &lt;br /&gt;
black and green checkers on a checkerboard of any even size. The number of sides on &lt;br /&gt;
each of the dice is equal to half the length of the board. For example, if playing on a 6x6 &lt;br /&gt;
board, the dice will be 3-sided. The board is initially populated with stacks of height one &lt;br /&gt;
as shown in Figure 1.&lt;br /&gt;
The two players, Black and Green, take turns rolling the dice and moving their own &lt;br /&gt;
stacks. Only entire stacks can be moved. Stacks cannot be subdivided. Black goes first. &lt;br /&gt;
&lt;br /&gt;
PLAYER TURN After rolling the dice, you will perform two actions. You might move one or two of your stacks, &lt;br /&gt;
horizontally or vertically. Or you might remove one or two of your checkers. Or a combination thereof. See &lt;br /&gt;
ACTION ORDER below. &lt;br /&gt;
&lt;br /&gt;
INDIVIDUAL STACKING MOVE You may move one of your stacks onto another of your stacks at a distance &lt;br /&gt;
indicated by one of the dice. There are only monocolored stacks in Diablo.&lt;br /&gt;
INDIVIDUAL CAPTURING MOVE You may capture by replacement an enemy stack of equal or smaller size &lt;br /&gt;
at a distance indicated by one of the dice. &lt;br /&gt;
SEQUENCED STACKING OR CAPTURING MOVE You may move a stack to an unoccupied square at a &lt;br /&gt;
distance indicated by one of the dice ONLY IF it’s the first move of your turn AND&lt;br /&gt;
 1. You move the same stack again the distance indicated by the other die to capture, OR&lt;br /&gt;
 2. You merge the same stack with another of your stacks, either by &lt;br /&gt;
 a. moving it again the distance indicated by the other die onto another of your stacks, OR &lt;br /&gt;
 b. moving another of your stacks the distance indicated by the other die onto it.&lt;br /&gt;
&lt;br /&gt;
ACTION ORDER If, after you roll the dice, there are individual or sequenced moves available, you must make &lt;br /&gt;
one. A sequenced move concludes your turn. &lt;br /&gt;
If, after you make one individual move using one of the dice, there are individual moves available for the other die, &lt;br /&gt;
you must make one of them. &lt;br /&gt;
Otherwise, if there are no other individual moves available, you must remove a &lt;br /&gt;
checker from your tallest stack. (If you have more than one tallest stack of equal height, you must choose one of &lt;br /&gt;
them to remove a checker from.)&lt;br /&gt;
If, after you roll the dice, you have no legal moves available, you must first remove a checker from your tallest &lt;br /&gt;
stack, and then remove another checker from your new tallest stack. &lt;br /&gt;
&lt;br /&gt;
BALANCING RULE Black, on their first turn, plays only one of the two rolled dice, of their choosing.&lt;br /&gt;
&lt;br /&gt;
OBJECT OF THE GAME A player wins when all of their opponent’s checkers have been removed from the &lt;br /&gt;
board.&lt;/div&gt;</summary>
		<author><name>Pidaydev</name></author>
	</entry>
</feed>