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		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand effects and don&#039;t share them (With Echoes, if the self-executed card is a top card on any board, first perform all the visible echo effects on the color stack of that board. If it isn&#039;t a top card, first perform any echo effects on the self-executed card only). &amp;quot;Super-execute&amp;quot; is like self-execute, but you also perform Demand effects (but not Compel effects from Artifacts), and all opponents are considered vulnerable for those demands, ignoring icon counts and parley rules.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - The player before you and the player after you in turn order are adjacent to you. The other players are &amp;quot;distant&amp;quot;.&lt;br /&gt;
# - In order to share in a dogma effect of a distant player (assuming you have the correct number of icons), you may choose to return a card from your hand in order to do so. Otherwise, you will not share it.&lt;br /&gt;
# - In order to avoid a demand effect from a distant player, you may choose to return a card from your hand to do so.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a distant player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do, you draw and achieve an [11]. This can happen multiple times in the same action, and is only limited by the number of cards in the 11 deck.&lt;br /&gt;
* (11) Effects that target a specific deck (e.g., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
* (12) If you are told to &amp;quot;reveal&amp;quot; a card from a deck, as opposed to &amp;quot;draw and reveal&amp;quot;, it is replaced on the deck after it has been revealed. This is opposed to 3rd ed. where all revealed cards are put in your hand if you are not told to do something else with them.&lt;br /&gt;
* (13) Rarely, an effect can cause a player to &amp;quot;lose&amp;quot;. If you lose, all your cards are junked and you are eliminated from the game, which continues, ignoring you for all purposes except that the achievements goal does not change. This adds a fourth means of victory, &amp;quot;Elimination&amp;quot;, which occurs if all players but one &amp;quot;lose&amp;quot;, then that player wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, you &amp;quot;rotate&amp;quot; the Museum with the card still on it to your own Museums. In this case, the dug card will not be On Display&lt;br /&gt;
* If you are told to simply &amp;quot;claim an achievement&amp;quot;, this can be any available standard or special achievement (as opposed to 3E where it could only be standard achievements)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=23767</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=23767"/>
		<updated>2025-01-15T23:48:55Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand effects and don&#039;t share them (With Echoes, if the self-executed card is a top card on any board, first perform all the visible echo effects on the color stack of that board. If it isn&#039;t a top card, first perform any echo effects on the self-executed card only). &amp;quot;Super-execute&amp;quot; is like self-execute, but you also perform Demand effects (but not Compel effects from Artifacts), and all opponents are considered vulnerable for those demands, ignoring icon counts and parley rules.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand in order to do so. Otherwise, you will not share it.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
* (11) Effects that target a specific deck (e.g., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
* (12) If you are told to &amp;quot;reveal&amp;quot; a card from a deck, as opposed to &amp;quot;draw and reveal&amp;quot;, it is replaced on the deck after it has been revealed. This is opposed to 3rd ed. where all revealed cards are put in your hand if you are not told to do something else with them.&lt;br /&gt;
* (13) Rarely, an effect can cause a player to &amp;quot;lose&amp;quot;. If you lose, all your cards are junked and you are eliminated from the game, which continues, ignoring you for all purposes except that the achievements goal does not change. This adds a fourth means of victory, &amp;quot;Elimination&amp;quot;, which occurs if all players but one &amp;quot;lose&amp;quot;, then that player wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, you &amp;quot;rotate&amp;quot; the Museum with the card still on it to your own Museums. In this case, the dug card will not be On Display&lt;br /&gt;
* If you are told to simply &amp;quot;claim an achievement&amp;quot;, this can be any available standard or special achievement (as opposed to 3E where it could only be standard achievements)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=23677</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=23677"/>
		<updated>2025-01-10T02:37:53Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand effects and don&#039;t share them (With Echoes, if the self-executed card is a top card on any board, first perform all the visible echo effects on the color stack of that board. If it isn&#039;t a top card, first perform any echo effects on the self-executed card only). &amp;quot;Super-execute&amp;quot; is like self-execute, but you also perform Demand effects (but not Compel effects from Artifacts), and all opponents are considered vulnerable for those demands, ignoring icon counts and parley rules.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand in order to do so. Otherwise, you will not share it.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
* (11) Effects that target a specific deck (e.g., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
* (12) If you are told to &amp;quot;reveal&amp;quot; a card from a deck, as opposed to &amp;quot;draw and reveal&amp;quot;, it is replaced on the deck after it has been revealed. This is opposed to 3rd ed. where all revealed cards are put in your hand if you are not told to do something else with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, you &amp;quot;rotate&amp;quot; the Museum with the card still on it to your own Museums. In this case, the dug card will not be On Display&lt;br /&gt;
* If you are told to simply &amp;quot;claim an achievement&amp;quot;, this can be any available standard or special achievement (as opposed to 3E where it could only be standard achievements)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=23676</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=23676"/>
		<updated>2025-01-10T02:35:05Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand effects and don&#039;t share them (With Echoes, if the self-executed card is a top card on any board, first perform all the visible echo effects on the color stack of that board. If it isn&#039;t a top card, first perform any echo effects on the self-executed card only). &amp;quot;Super-execute&amp;quot; is like self-execute, but you also perform Demand effects (but not Compel effects from Artifacts), and all opponents are considered vulnerable for those demands, ignoring icon counts and parley rules.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
* (11) Effects that target a specific deck (i.e., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
* (12) If you are told to &amp;quot;reveal&amp;quot; a card from a deck, as opposed to &amp;quot;draw and reveal&amp;quot;, it is replaced on the deck after it has been revealed. This is opposed to 3rd ed. where all revealed cards are put in your hand if you are not told to do something else with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, you &amp;quot;rotate&amp;quot; the Museum with the card still on it to your own Museums. In this case, the dug card will not be On Display&lt;br /&gt;
* If you are told to simply &amp;quot;claim an achievement&amp;quot;, this can be any available standard or special achievement (as opposed to 3E where it could only be standard achievements)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpaknile&amp;diff=21808</id>
		<title>Gamehelpaknile</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpaknile&amp;diff=21808"/>
		<updated>2024-07-11T01:50:49Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* End of the game */ Description from the rule book did not make sense in the context of BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Steps in each turn ==&lt;br /&gt;
&lt;br /&gt;
# Flood&lt;br /&gt;
# Harvest&lt;br /&gt;
# Trade&lt;br /&gt;
# Plant or Speculate&lt;br /&gt;
# Draw&lt;br /&gt;
&lt;br /&gt;
=== Flood ===&lt;br /&gt;
&lt;br /&gt;
* The top-most card in the draw deck is turned face up and placed on top of the Flood card.&lt;br /&gt;
** This card determines what fields will harvest and what cards may not be played this turn.&lt;br /&gt;
* Speculation cards are also resolved during this step.&lt;br /&gt;
&lt;br /&gt;
=== Harvest ===&lt;br /&gt;
&lt;br /&gt;
* What crops may be harvested are based on the current Flood card.&lt;br /&gt;
** Each time a new Flood card is turned over, any Player who has that crop currently planted (regardless of whose turn it is) removes the top card in that crop’s field and places it face down into their individual storage pile. &lt;br /&gt;
* Your storage pile is a collection of all of your harvested crops.&lt;br /&gt;
** Besides serving as your score and determining the winner, it may be inventoried and traded from throughout the game.&lt;br /&gt;
** Keep the contents of your storage pile secret from the other players! &lt;br /&gt;
* If the Flood card is a Speculation card, it will show multiple crops.&lt;br /&gt;
** When this happens, all shown crops are harvested.&lt;br /&gt;
** If the Plague of Locusts card is drawn as the Flood card, it is immediately resolved and discarded.&lt;br /&gt;
* A new card is then drawn in its place to serve as the Flood card.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
* Trading allows you to discard two old cards in order to receive a single new card.&lt;br /&gt;
* There are two options for trading:&lt;br /&gt;
# &#039;&#039;Market&#039;&#039;: Discard any two cards (Crop and/or Speculation) from your hand and/or storage pile and draw one card from the draw pile. Add this to your hand. &lt;br /&gt;
# &#039;&#039;Offering to Hapi&#039;&#039;: Discard any two cards (Crop and/or Speculation) from your hand and/or storage pile and replace the current Flood card with a new one from the top of the draw pile.&lt;br /&gt;
#* This new Flood card acts as any other Flood card, thus causing a new Harvest and preventing certain cards from being played.&lt;br /&gt;
#* Continue as if it’s Step 2) Harvest again.&lt;br /&gt;
#* Players need not trade at all during their turn.&lt;br /&gt;
#* Players may trade using both options in any order, any number of times per turn.&lt;br /&gt;
#* All cards traded away are discarded.&lt;br /&gt;
#* Players may not trade with each other, nor can planted cards be traded.&lt;br /&gt;
&lt;br /&gt;
=== Plant Or Speculate ===&lt;br /&gt;
&lt;br /&gt;
* The Plant or Speculate step is regulated by the Flood card.&lt;br /&gt;
** Any cards showing crop types that are currently flooded may not be played during this step.&lt;br /&gt;
&lt;br /&gt;
==== Plant ====&lt;br /&gt;
&lt;br /&gt;
* To plant you must place crops from your hand face up in front of you, forming a field.&lt;br /&gt;
** While a field of a given crop type is in play, no one else may create a field using the same crop. As such, there are never more fields in play than there are crops at any time. &lt;br /&gt;
* When planting a new field, players may: &lt;br /&gt;
** Plant at least two cards of all the same crop type.&lt;br /&gt;
** Plant exactly two cards of differing crops (one of which may be planted into an existing field).&lt;br /&gt;
** Plant any number of crops to any number of fields that already exist in front of you. &lt;br /&gt;
* A player may not plant a new field if another player currently has a field of that crop type in front of them, unless the new field will contain more cards than the existing field. When this happens, all cards in the other player’s field of that crop type must be discarded immediately.&lt;br /&gt;
&lt;br /&gt;
==== Speculate ====&lt;br /&gt;
&lt;br /&gt;
* Instead of planting, the active player may play one or two Speculation cards.&lt;br /&gt;
** These are cards with two crop types represented on them.&lt;br /&gt;
* When successful, a Speculation card allows that player to immediately draw three (3) cards into their hand.&lt;br /&gt;
* As with planting, Speculation cards showing crops currently flooded may not be played.&lt;br /&gt;
* To play Speculation cards, simply place them face-up in your play area.&lt;br /&gt;
* Speculation cards are successful when they have at least one crop type in common with the next Flood card revealed.&lt;br /&gt;
* The game pauses and the player who played the Speculation card(s) immediately draws three (one card matched) or six (both cards matched) cards into their hand from the draw pile.&lt;br /&gt;
* All speculation cards (successful and not) are then discarded and the game continues.&lt;br /&gt;
&lt;br /&gt;
=== Draw ===&lt;br /&gt;
&lt;br /&gt;
* To end a turn, the active player draws the top two (2) cards from the draw pile and adds them to their hand.&lt;br /&gt;
* Once the active player has drawn their cards, their turn is over.&lt;br /&gt;
* The next player moving clockwise starts their turn as the active player.&lt;br /&gt;
* When the draw pile is exhausted, reshuffle the Flood stack, the Plague card, and all discarded cards to create a new draw pile.&lt;br /&gt;
&lt;br /&gt;
== Plague of Locusts ==&lt;br /&gt;
&lt;br /&gt;
* When the Plague of Locusts card is drawn it must be announced immediately.&lt;br /&gt;
* The player who drew the card sets it aside face up.&lt;br /&gt;
* Determine among all players who currently has the most cards in any one field.&lt;br /&gt;
** This field is consumed by the plague of locusts and must be completely discarded.&lt;br /&gt;
** If there is a tie, all cards from the tied fields are discarded.&lt;br /&gt;
* If the Plague is drawn as the Flood card, resolve the Plague, then flip over another card to replace it.&lt;br /&gt;
** If you are drawing cards, finish doing so.&lt;br /&gt;
** The Plague card does not count as one of the drawn cards.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
* Play through the draw pile a number of times equal to the number of players&lt;br /&gt;
** &#039;&#039;i.e. twice with two players, three times with three players, etc.&#039;&#039;&lt;br /&gt;
* Once the final draw pile is exhausted, the game ends. The number of remaining re-shuffles is indicated in the play area.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* Individually, players separate the cards in their storage piles by crop type and then line them up in five piles from left to right, starting with the crop type of which they had the least cards (even if it’s zero) and ending with the crop type of which they had the most.&lt;br /&gt;
* Players then start comparing their piles.&lt;br /&gt;
* Whichever player has the most cards in their left-most pile (the crop type with the least cards) is the winner.&lt;br /&gt;
* If there is a tie, the tied players compare their next pile and so on.&lt;br /&gt;
* In the event of an exact tie for all five piles... play again!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Text extracted from the original rules by Daniel Callister&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=20466</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=20466"/>
		<updated>2024-03-13T00:19:09Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand effects and don&#039;t share them (With Echoes, if the self-executed card is a top card on any board, first perform all the visible echo effects on the color stack of that board. If it isn&#039;t a top card, first perform any echo effects on the self-executed card only). &amp;quot;Super-execute&amp;quot; is like self-execute, but you also perform Demand effects (but not Compel effects from Artifacts), and all opponents are considered vulnerable for those demands, ignoring icon counts and parley rules.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
* (11) Effects that target a specific deck (i.e., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
* (12) If you are told to &amp;quot;reveal&amp;quot; a card from a deck, as opposed to &amp;quot;draw and reveal&amp;quot;, it is replaced on the deck after it has been revealed. This is opposed to 3rd ed. where all revealed cards are put in your hand if you are not told to do something else with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
* If you are told to simply &amp;quot;claim an achievement&amp;quot;, this can be any available standard or special achievement (as opposed to 3E where it could only be standard achievements)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19429</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19429"/>
		<updated>2024-01-03T02:18:53Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
* (11) Effects that target a specific deck (i.e., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
* (12) If you are told to &amp;quot;reveal&amp;quot; a card from a deck, as opposed to &amp;quot;draw and reveal&amp;quot;, it is replaced on the deck after it has been revealed. This is opposed to 3rd ed. where all revealed cards are put in your hand if you are not told to do something else with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
* If you are told to simply &amp;quot;claim an achievement&amp;quot;, this can be any available standard or special achievement (as opposed to 3E where it could only be standard achievements)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19428</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19428"/>
		<updated>2024-01-03T00:17:50Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
* (11) Effects that target a specific deck (i.e., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
* (12) If you are told to &amp;quot;reveal&amp;quot; a card from a deck, as opposed to &amp;quot;draw and reveal&amp;quot;, it is replaced on the deck after it has been revealed. This is opposed to 3rd ed. where all revealed cards are put in your hand if you are not told to do something else with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19289</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19289"/>
		<updated>2023-12-19T23:35:54Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Added referenced to &amp;quot;the X deck&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
* (11) Effects that target a specific deck (i.e., &amp;quot;the 4 deck&amp;quot;) only affect the base deck of that number.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19288</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19288"/>
		<updated>2023-12-19T23:22:31Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Artifacts clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start available in the general supply), and when all available Museums are owned, if any one player owns more museums than every other player, they claim one as an Achievement, and then the active player returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19196</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=19196"/>
		<updated>2023-12-13T18:41:29Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: slight wording change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a uniquely valued highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start in the general supply), and when all five are owned, the player with the most Museums claims one as an Achievement, and then returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18737</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18737"/>
		<updated>2023-11-03T02:50:31Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a unique highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start in the general supply), and when all five are owned, the player with the most Museums claims one as an Achievement, and then returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action (you can no longer meld Artifacts that are On Display). You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18736</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18736"/>
		<updated>2023-11-03T02:48:59Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a unique highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, an empty Museum is taken from the supply and placed in your play area, and the Artifact that was On Display is placed on top of it. This is now your Museum. There are five Museum cards (which all start in the general supply), and when all five are owned, the player with the most Museums claims one as an Achievement, and then returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action. You may target an opponent’s artifact in a museum with a Dig event. In these cases, the Museum is returned to the supply.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18686</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18686"/>
		<updated>2023-10-31T20:36:00Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a unique highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Artifacts expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;Display&amp;lt;/u&amp;gt;: At the start of the turn after you dig an Artifact and put it On Display, you may choose to take a free Dogma action targeting it. Whether or not you did, it then rotates into an empty Museum (placed face-up on top of it). This becomes &amp;quot;your&amp;quot; Museum. There are five Museum cards, and when all five are owned, the player with the most Museums claims one as an Achievement, and then returns all Artifacts in Museums and returns the rest of the Museums to the supply. (If no one player has the most, they all just get returned)&lt;br /&gt;
* &#039;&#039;&#039;Museums&#039;&#039;&#039;: You may meld an artifact in one of your museums with a Meld action. You may target an opponent’s artifact in a museum with a Dig event. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18304</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18304"/>
		<updated>2023-10-07T18:33:08Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a unique highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead. (new rule being tested)&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18303</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18303"/>
		<updated>2023-10-07T18:32:38Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */ Change to the Echoes draw rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If you have a unique highest top card, when you would draw a Base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18165</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18165"/>
		<updated>2023-09-27T22:50:11Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the Base deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18164</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=18164"/>
		<updated>2023-09-27T22:31:49Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking. Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=18138</id>
		<title>Gamehelpparks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpparks&amp;diff=18138"/>
		<updated>2023-09-21T03:45:47Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Revamp to make it easier to learn from&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Players take on the roles of two Hikers as they trek across different Trails during the four Seasons (rounds) of a Year. Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. Each turn, players send one of their Hikers down the Trail. While on the Trail, Hikers will see beautiful Sites and perform an action when they arrive. When a Hiker reaches the end of the Trail, they can spend tokens they have received to visit Parks and earn points. Your goal is to have the most points from your Parks, Photos, and Personal Bonus at the end of the Year.&lt;br /&gt;
&lt;br /&gt;
== Starting a Season ==&lt;br /&gt;
All of the Sites (spaces) in the current trail [or all the Basic Sites at the start of the game] are mixed together with a random additional Advanced Site. They are laid out with the Trailhead on one side, and the Trail End on the other, making this Season&#039;s Trail. Both Hikers for each player start the Season on the Trailhead. A Season card is drawn, which will have either an immediate effect, or an ongoing effect that applies to the entire Season. The bottom of the Season card also shows a &amp;quot;Weather Pattern&amp;quot;; the tokens shown in this pattern are placed on the Trail Sites, starting with the 2nd site. (Note that the Trailhead and Trail End spaces are not Sites). The player with the ▲ First Hiker Marker will take the first turn of the Season, with players taking turns in clockwise order.&lt;br /&gt;
&lt;br /&gt;
* If this is the start of the game, the player to the right of the First Hiker receives the Camera, and all players draw a Canteen.&lt;br /&gt;
&lt;br /&gt;
== Taking turns ==&lt;br /&gt;
On a turn, a player selects either one of their Hikers and moves them down the Trail -- any space to the right of that Hiker’s current location.&lt;br /&gt;
&lt;br /&gt;
* If any Hiker, even your own, is on a Site, you may not move onto that Site, unless you extinguish your Campfire. If your Campfire is already extinguished, you may not move to occupied Sites. &lt;br /&gt;
&lt;br /&gt;
* If the Hiker is the first to land on Site with a token on it (from the Weather Pattern), the player takes the token into their supply.&lt;br /&gt;
* The player then takes the action of the Site their Hiker moved to. Hikers cannot be moved to Sites where the player cannot take the action.&lt;br /&gt;
* If you gain a Water token on your turn, you can place it in an empty Canteen that you have (and only when gaining water), to gain the benefit shown on the Canteen card.&lt;br /&gt;
* Wildlife tokens (the Bear), are &amp;quot;wild&amp;quot; and can be used in place of another token, except they may not be used to fill Canteens, or as part of exchange abilities (as noted on those cards).&lt;br /&gt;
* If you have more than 12 tokens at the end of your turn, you must discard down to 12. The tokens are component limited.&lt;br /&gt;
&lt;br /&gt;
== Trail End ==&lt;br /&gt;
When you move a Hiker to the Trail End, you relight your Campfire if it is extinguished, and then choose one of the three areas to place your Hiker: (any number of Hikers can be on each area)&lt;br /&gt;
&lt;br /&gt;
=== Reserve a Park ===&lt;br /&gt;
&lt;br /&gt;
* Take a face-up Park or a Park from the top of the deck; it is placed horizontally in your player area. If you took a face-up Park, the empty slot is refilled from the deck&lt;br /&gt;
* You don&#039;t pay resources or score points now, but you may later Visit that Park [and no one else can].&lt;br /&gt;
* The first player who uses this space each season takes the First Hiker Marker.&lt;br /&gt;
&lt;br /&gt;
=== Buy Gear ===&lt;br /&gt;
&lt;br /&gt;
* You may buy one of the face-up Gear cards on the board by paying Sunshine tokens equal to its cost [in the upper right of the card].&lt;br /&gt;
* The first player [and also the second player in a 4-5 player game] to use this space can buy Gear for one fewer Sunshine token.&lt;br /&gt;
* Gear gives ongoing abilities for the rest of the game, and some also have an instant action, denoted by a lightning bolt.&lt;br /&gt;
&lt;br /&gt;
=== Visit a Park ===&lt;br /&gt;
&lt;br /&gt;
* Pay the cost shown on any face-up Park, or one you have reserved, to gain the indicated number of points, and the card is placed vertically in your player area, refilling the board if necessary.&lt;br /&gt;
&lt;br /&gt;
== End of a Season ==&lt;br /&gt;
Once a player’s two Hikers reach the Trail End, they will no longer take turns for the Season. When only one Hiker is left on the Trail, the player must move the Hiker to the Trail End on their next turn and choose an action there. Then, it is the end of the Season.&lt;br /&gt;
* At the end of a Season:&lt;br /&gt;
** The player with the Camera may pay 1 token to take a Photo.&lt;br /&gt;
** All Canteens are emptied, and their Water tokens are returned to the supply.&lt;br /&gt;
** If this was the fourth Season, the game is over. Otherwise, Start the next Season (see above).&lt;br /&gt;
&lt;br /&gt;
* At the end of the game:&lt;br /&gt;
** All players reveal their Year cards and score points based on their Personal Bonus.&lt;br /&gt;
** The player with the First Hiker Marker gains 1 additional point.&lt;br /&gt;
The player with the most points at the end is the winner! If tied, the win goes to the player who visited the most Parks. If still tied, the win is shared.&lt;br /&gt;
&lt;br /&gt;
== Basic Sites ==&lt;br /&gt;
&#039;&#039;&#039;Forest&#039;&#039;&#039;: Gain one Forest token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain&#039;&#039;&#039;: Gain one Mountain token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ocean&#039;&#039;&#039;: Gain two Water tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valley&#039;&#039;&#039;: Gain two Sunshine tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vista&#039;&#039;&#039;: Either:&lt;br /&gt;
&lt;br /&gt;
* Draw a Canteen (you can have any number of Canteens, so long as there are any left in the deck) OR &lt;br /&gt;
* Spend any 2 tokens to take a Photo, and then take the Camera from whoever currently has it.&lt;br /&gt;
** Photos are worth 1 point each&lt;br /&gt;
** When you have the Camera, when any ability lets you spend 2 tokens to take a Photo, you only spend 1 instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterfall&#039;&#039;&#039;: Gain a Sunshine and a Water token.[4-5 player games only]&lt;br /&gt;
&lt;br /&gt;
== Advanced Sites ==&lt;br /&gt;
&#039;&#039;&#039;Lodge&#039;&#039;&#039;: Turn in one token and gain any one token &#039;&#039;(excluding Wildlife tokens)&#039;&#039;. You may do this a second time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lookout&#039;&#039;&#039;: Reserve or Visit a Park OR Buy a Gear card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildlife&#039;&#039;&#039;: Turn in any one token to gain a Wildlife token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;River&#039;&#039;&#039;: Turn in a Water token to copy the action from another Site currently occupied by any Hiker. (Gear that would allow you special actions on the copied space do not activate, as you are not actually on that space)&lt;br /&gt;
&lt;br /&gt;
== Notable Game Components ==&lt;br /&gt;
&lt;br /&gt;
* 48 Park cards&lt;br /&gt;
* 36 Gear cards&lt;br /&gt;
* 15 Canteen cards&lt;br /&gt;
* 16 Forest tokens&lt;br /&gt;
* 16 Mountain tokens&lt;br /&gt;
* 30 Sunshine tokens&lt;br /&gt;
* 30 Water tokens&lt;br /&gt;
* 12 Wildlife tokens&lt;br /&gt;
* 28 Photos&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=18130</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=18130"/>
		<updated>2023-09-20T18:03:39Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* 1. Draw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
*• Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
*• Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
*• &#039;&#039;&#039;Pair of crabs&#039;&#039;&#039; = take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
*• &#039;&#039;&#039;Pair of boats&#039;&#039;&#039; = take another turn&lt;br /&gt;
*• &#039;&#039;&#039;Pair of fish&#039;&#039;&#039; = draw a card from the deck&lt;br /&gt;
*• &#039;&#039;&#039;Shark + swimmer&#039;&#039;&#039; = steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
*• &#039;&#039;&#039;&amp;quot;STOP&amp;quot;&#039;&#039;&#039; = round ends immediately, each player scores their points. No one scores a color bonus.&lt;br /&gt;
*• &#039;&#039;&#039;&amp;quot;LAST CHANCE&amp;quot;&#039;&#039;&#039; = every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
**• If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
**• If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of game===&lt;br /&gt;
&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins, tie broken by whoever went last in the last round. 4 mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of cards==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus&lt;br /&gt;
* 3 x Penguin&lt;br /&gt;
* 2 x Sailor (anchor icon)&lt;br /&gt;
* 1 x Lighthouse&lt;br /&gt;
* 1 x Shoal of fish&lt;br /&gt;
* 1 x Penguin Colony&lt;br /&gt;
* 1 x Captain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17903</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17903"/>
		<updated>2023-08-27T13:15:21Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an available achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17881</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17881"/>
		<updated>2023-08-25T03:44:10Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;(1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&amp;lt;/s&amp;gt; (new rule being tested where you always start with two base cards)&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17874</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17874"/>
		<updated>2023-08-24T17:54:45Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&amp;quot;If it was foreseen&amp;quot; effects apply if and only if it is the free Dogma action from promoting which targeted this card&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17873</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17873"/>
		<updated>2023-08-24T17:52:26Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
Top Cities can no longer be targeted for Dogma actions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17866</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17866"/>
		<updated>2023-08-23T03:52:40Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) When you have a card that you can promote, you must, and you must take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17862</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17862"/>
		<updated>2023-08-22T20:24:19Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Echoes card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (3) If you promote a card, you *must* take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (4) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17851</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17851"/>
		<updated>2023-08-22T00:54:45Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Unseen expansion&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, if it would have been a base card, draw an Unseen card instead.&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cities expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Echoes expansion (4th edition)&amp;lt;/u&amp;gt;&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: If your top yellow card is of higher value than your top blue card, when you would draw a base or Unseen card, draw an Echoes card instead.&lt;br /&gt;
* (2) If you promote a card, you *must* take a free Dogma action targeting it (instead of it being optional in 3E)&lt;br /&gt;
* (3) Your forecast has a limit of 5 cards, which decreases based on the best splay you have on your board: Left: 4, Right: 3, Up: 2, Aslant: 1. Rules on the limit are the same as for the Safe in The Unseen&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17658</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17658"/>
		<updated>2023-07-26T16:22:39Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */ 4th ed Endorse junking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
The Unseen expansion&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, instead draw an Unseen card instead. Empty Deck: If the deck is empty (no base cards), go up in age before drawing an Unseen card. If the Unseen deck is empty, draw a base card of that value instead. (Echoes draw rule will take precedence)&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
Cities expansion (4th edition)&lt;br /&gt;
&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
Also, Endorsing a dogma now requires you to junk a card instead of tucking&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17438</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17438"/>
		<updated>2023-07-14T04:00:54Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Changes to 4th edition (Ultimate) [update this after the alpha] */ fixed numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
The Unseen expansion&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, instead draw an Unseen card instead. Empty Deck: If the deck is empty (no base cards), go up in age before drawing an Unseen card. If the Unseen deck is empty, draw a base card of that value instead. (Echoes draw rule will take precedence)&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (4) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
Cities expansion (4th edition)&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17437</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17437"/>
		<updated>2023-07-14T04:00:03Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
The Unseen expansion&lt;br /&gt;
* (1) &amp;lt;u&amp;gt;Game start&amp;lt;/u&amp;gt;: Draw an Unseen card instead of one of the two starting base cards in your hand&lt;br /&gt;
* (2) &amp;lt;u&amp;gt;Draw Rule&amp;lt;/u&amp;gt;: The first time you would draw a card on any player&#039;s turn, instead draw an Unseen card instead. Empty Deck: If the deck is empty (no base cards), go up in age before drawing an Unseen card. If the Unseen deck is empty, draw a base card of that value instead. (Echoes draw rule will take precedence)&lt;br /&gt;
* (3) When you are instructed to &#039;&#039;&#039;Safeguard&#039;&#039;&#039; a card, it moves to your &#039;&#039;&#039;Safe&#039;&#039;&#039; and becomes a &#039;&#039;&#039;Secret&#039;&#039;&#039;. You can take an Achieve action to claim a Secret as an achievement, if eligible (multiple achievement eligibility same as 3rd ed). Secrets cannot be looked at by any player (even you)&lt;br /&gt;
* (5) Your Safe has a limit of 5 cards. Your limit decreases based on the best splay you have on your board. Left: 4, Right: 3, Up: 2, Aslant: 1. If your limit changes and you have too many cards in your Safe, nothing happens. If your Safe is at or above its limit, and you would move a card into it for any reason, leave it wherever it was. [Ex: &amp;quot;Draw and Safeguard a 6&amp;quot;, while at or above your Safe limit, you would draw the 6 and then keep it in your hand]&lt;br /&gt;
* (6) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (7) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (8) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
Cities expansion (4th edition)&lt;br /&gt;
Three new icons have been introduced:&lt;br /&gt;
* &amp;lt;u&amp;gt;Junk&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot;): Junk an achievement equal to this City&#039;s age.&lt;br /&gt;
* &amp;lt;u&amp;gt;Uplift&amp;lt;/u&amp;gt; (looks like an &amp;quot;X&amp;quot; and an &amp;quot;Up arrow&amp;quot;): Junk the deck one higher than this city, then draw a card of value one higher than that.&lt;br /&gt;
* &amp;lt;u&amp;gt;Unsplay&amp;lt;/u&amp;gt; (has 4 arrows pointing inwards): Each opponent must unsplay this City&#039;s color&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17421</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=17421"/>
		<updated>2023-07-12T22:47:58Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Changes to 4th edition (Ultimate) [update this after the alpha]==&lt;br /&gt;
* (1) Age 11 cards (including new game end condition of drawing past 11 instead of drawing past 10)&lt;br /&gt;
* (2) Age 10 standard achievement (need 50 points and Age 10)&lt;br /&gt;
* (3) New icon in Ages 10 and 11&lt;br /&gt;
* (4) New splay direction, aslant (splay up and right)&lt;br /&gt;
* (5) All the Ages 1–10 cards have the same titles, but some of them have different effects.&lt;br /&gt;
* (6) Minor changes made to text on special achievements, including timing (most are now achieved at the end of an action).&lt;br /&gt;
* (7) &amp;quot;Junk&amp;quot; means remove from game, and there are cards that junk special achievements, standard achievements, and whole ages of draw piles. Note that there are effects that can bring junked cards back into the game.&lt;br /&gt;
* (8) &amp;quot;Self-execute&amp;quot; means execute the non-demand dogma effects and don&#039;t share them.&lt;br /&gt;
* (9) New &amp;quot;parley&amp;quot; rules for games with 4+ players (excluding team games):&lt;br /&gt;
&lt;br /&gt;
# - Imagine the players are sitting in a circle. The player before you and the player after you are adjacent to you. The others are non-adjacent.&lt;br /&gt;
# - If you want to share in a dogma effect of a non-adjacent player (assuming you have the correct number of icons), you may choose to return a card from your hand.&lt;br /&gt;
# - In order to avoid a demand effect from a non-adjacent player, you may choose to return a card from your hand.&lt;br /&gt;
# - As an action on your turn, you may dogma a top card on a non-adjacent player&#039;s board by returning a card from your hand (you still use your own icon count).&lt;br /&gt;
&lt;br /&gt;
* (10) New Chain Rule: If you are self-executing or fully executing a card as instructed during an effect (like Computers tells you to do), and are instructed by that card to self-execute or fully execute another card (say Robotics), before you do you draw and achieve an [11].&lt;br /&gt;
&lt;br /&gt;
The Unseen expansion&lt;br /&gt;
* (1) effects &amp;quot;safeguard&amp;quot; available standard achievements, and sometimes other cards, which become &#039;&#039;&#039;secrets&#039;&#039;&#039; in your &#039;&#039;&#039;safe&#039;&#039;&#039;&lt;br /&gt;
* (2) secrets achievable with achieve action&lt;br /&gt;
* (3) safe limit starts as 5, reduces to 1 depending on most advanced splay&lt;br /&gt;
* (4) draw rule: if drawing a card for the first time on a turn and it would be a base card, instead draw Unseen, Echoes draw rule takes precedence&lt;br /&gt;
* (5) state-based special achievements (all in Unseen) checked after each action only, in share order&lt;br /&gt;
* (6) you don&#039;t start with secrets or gain them other than by safeguarding (or transferring to your safe)&lt;br /&gt;
* (7) if an effect refers to a secret and you don&#039;t have one, that&#039;s as if it referred to your score pile and you didn&#039;t have any cards there&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=16890</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=16890"/>
		<updated>2023-05-11T18:18:09Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Artifacts of History Expansion */ &amp;#039;other&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*•Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*•Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In other words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(To Endorse an action, click the card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Click the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=16180</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=16180"/>
		<updated>2023-02-27T02:43:25Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Adding Cities rules in anticipation of Cities moving to prod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15750</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15750"/>
		<updated>2023-01-17T19:54:21Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Cities of Destiny Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City. (including effects that allow you to splay colors on other players&#039; boards)&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15715</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15715"/>
		<updated>2023-01-08T00:59:22Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Cities of Destiny Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Legend&amp;quot;, &amp;quot;Repute&amp;quot;, and &amp;quot;Fame&amp;quot; Special Achievements can be triggered by any meld effects, not just Meld Actions.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15711</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15711"/>
		<updated>2023-01-06T23:37:36Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Cities of Destiny Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two icons unique to this set. &#039;&#039;&#039;Plus&#039;&#039;&#039;, &#039;&#039;&#039;Arrow&#039;&#039;&#039;, and &#039;&#039;&#039;Search&#039;&#039;&#039; icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have &amp;lt;u&amp;gt;Bonus icons&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15710</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15710"/>
		<updated>2023-01-06T21:18:53Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Cities of Destiny Expansion */  pink border&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse. Endorse-able cards will have a pink border)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15709</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15709"/>
		<updated>2023-01-06T21:15:18Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Cities of Destiny Expansion */ trying new spacing for BGA appearance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15707</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15707"/>
		<updated>2023-01-06T03:45:10Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &amp;lt;u&amp;gt;Base&amp;lt;/u&amp;gt; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
:(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
::1. Do Nothing, or&lt;br /&gt;
::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
:(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
:(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
:(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition&#039;&#039;&#039;, too.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15706</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15706"/>
		<updated>2023-01-06T03:44:34Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Cities of Destiny Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be targeted for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15705</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15705"/>
		<updated>2023-01-06T02:33:35Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Removing comment tags for Cities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
(2) [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(4) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15701</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15701"/>
		<updated>2023-01-04T22:50:38Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Artifacts of History Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
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Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
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Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
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A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
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However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
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==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
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In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
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The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
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In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
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Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
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==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
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:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
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==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
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This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
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Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
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A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
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==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
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However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
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==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
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The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
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==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
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==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
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Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
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Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
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The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &amp;lt;u&amp;gt;Base&amp;lt;/u&amp;gt; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
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The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
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However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
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During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
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&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
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After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
:(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
::1. Do Nothing, or&lt;br /&gt;
::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
:(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
:(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
:(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition&#039;&#039;&#039;, too.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15700</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15700"/>
		<updated>2023-01-04T22:48:03Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Clarifications and Other Keywords */  tweaking line breaks for BGA site readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
:(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
::1. Do Nothing, or&lt;br /&gt;
::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
:(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
:(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
:(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition&#039;&#039;&#039;, too.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15699</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=15699"/>
		<updated>2023-01-04T20:18:31Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Total overhaul! Individual steps and processes tracked on innovationalpha page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition&#039;&#039;&#039;, too.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15698</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15698"/>
		<updated>2023-01-04T20:14:16Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Clarifications and Other Keywords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15697</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15697"/>
		<updated>2023-01-04T20:07:10Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Clarifications and Other Keywords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an/any achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15696</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15696"/>
		<updated>2023-01-04T19:58:24Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Echoes of the Past Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to be eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15695</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15695"/>
		<updated>2023-01-04T19:52:02Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: /* Artifacts of History Expansion */  no B.Y. dogmas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile). Because it has no featured icon, it cannot be the target of a Dogma action.&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15694</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15694"/>
		<updated>2023-01-04T19:39:19Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Targeting top Cities for Dogmas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile).&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Top Cities cards can be chosen for Dogma/Endorse actions, despite not having Dogma effects. The icon that appears the most on the City is considered its featured icon.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15693</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15693"/>
		<updated>2023-01-04T19:17:04Z</updated>

		<summary type="html">&lt;p&gt;Pitdood: Cities rules under comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is a card game of civilization building, with 105 unique cards.&lt;br /&gt;
&lt;br /&gt;
Each card represents an innovation throughout ten ages of history, starting in Prehistory (&#039;&#039;&#039;1&#039;&#039;&#039;), and going all the way to the Information Age (&#039;&#039;&#039;10&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player has their own personal play area, called their &#039;&#039;&#039;board&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A card&#039;s primary use is as an innovation, played face-up to your board, representing your civilization&#039;s adaptation of this new technology, idea, or ingenuity.&lt;br /&gt;
&lt;br /&gt;
However, cards can also end up face-down in your score pile, representing your civilization&#039;s current power and influence, or as &#039;&#039;&#039;achievements&#039;&#039;&#039;, denoting its legacy throughout the years.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Card==&lt;br /&gt;
In the top middle of each card is its &#039;&#039;&#039;title&#039;&#039;&#039;. Each card has its own unique title. In a few cases, titles are compared alphabetically, and a few expansion cards reference specific other cards by their title. Otherwise, it is simply a way to distinguish each card.&lt;br /&gt;
:&amp;quot;Alphabetical&amp;quot; comparisons are done by the English version of the title, and include leading articles. i.e., &#039;&#039;The Wheel&#039;&#039; is considered to come before &#039;&#039;Tools&#039;&#039; alphabetically.&lt;br /&gt;
&lt;br /&gt;
In the top right of a card is its &#039;&#039;&#039;value&#039;&#039;&#039;. A card&#039;s value matches its &#039;&#039;&#039;age&#039;&#039;&#039;, which is displayed prominently on its back. Cards in the supply are split by age into separate face-down &#039;&#039;&#039;supply piles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The background of each card will be one of five &#039;&#039;&#039;colors&#039;&#039;&#039;: blue, red, green, yellow, or purple.&lt;br /&gt;
:(If the preference &#039;&#039;Card appearance&#039;&#039; is set to &amp;quot;Third edition&amp;quot;, the value of the card will be outlined in different shapes, depending on the card&#039;s color.)&lt;br /&gt;
&lt;br /&gt;
In the center of a card are abilities that this card can grant you, called &#039;&#039;&#039;dogma effects&#039;&#039;&#039;. Some are &#039;&#039;&#039;demands&#039;&#039;&#039; that can attack other civilizations. Others help you improve your own civilization. Every effect is preceded by a &#039;&#039;&#039;featured icon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going around the left and bottom of a card are four potential &#039;&#039;&#039;icon&#039;&#039;&#039; locations. Each location will show one icon, and exactly one location on each card will have a black hexagon icon with an image related to the card.&lt;br /&gt;
:In the base game, these black hexes have no game effect, other than to affect where each card&#039;s three other icons appear.&lt;br /&gt;
:There are six &#039;&#039;&#039;basic icon&#039;&#039;&#039; types that appear on cards. Three appear in any age, and three are limited to specific ages. A few expansion cards have icons appearing outside these restrictions. Hover over the player reference card for more info.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
On a normal turn, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take two &#039;&#039;&#039;actions&#039;&#039;&#039;. If any effect or rule gives you a &amp;quot;free&amp;quot; action, it does not count as one of these two. For each action, you must choose from the following four options (you may choose the same action twice):&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DRAW&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the blue button at the top of your screen, or the supply pile to perform this action)&lt;br /&gt;
:&#039;&#039;&#039;Draw&#039;&#039;&#039; a card from the supply pile of the age matching the highest value among all the &#039;&#039;&#039;top cards&#039;&#039;&#039; on your board, into your &#039;&#039;&#039;hand&#039;&#039;&#039;.&lt;br /&gt;
::Whenever you draw a card for any reason, if the corresponding supply pile is &#039;&#039;&#039;empty&#039;&#039;&#039;, draw from the next higher age&#039;s supply pile instead. If multiple ages are empty, keep skipping as necessary.&lt;br /&gt;
:::If you ever attempt to draw a card higher than 10 for any reason, including skipping an empty Age 10 supply pile, the game ends &amp;lt;u&amp;gt;&#039;&#039;immediately&#039;&#039;&amp;lt;/u&amp;gt; (even in the middle of an action/effect - see &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;).&lt;br /&gt;
::If a game effect has you take a card of a specific value from anywhere other than the supply piles, you only do so if the specified value is present. You do not skip to higher numbers in this case.&lt;br /&gt;
::Cards in your hand are kept secret from other players; although they can see how many cards you have in hand, and which ages they are from. (Also each expansion&#039;s card set has different colored backs)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;MELD&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the card in hand that you want to meld to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melding&#039;&#039;&#039; a card represents your civilization adapting a new innovation into its society, possibly replacing the importance of a previously adapted one.&lt;br /&gt;
:Place a card from your hand onto your board. If you already have cards of that color on your board, this card is stacked on top of those, becoming your new top card of that color.&lt;br /&gt;
::If you do not already have that color on your board, it starts a new stack, becoming the top (and bottom) card of that stack.&lt;br /&gt;
:::Each color only ever has one stack on each board, and colors are never mixed within a stack.&lt;br /&gt;
::If the stack is already &#039;&#039;&#039;splayed&#039;&#039;&#039; (spread to one side, see &amp;lt;u&amp;gt;Basic Keywords&amp;lt;/u&amp;gt; below), that splay is maintained by the new card.&lt;br /&gt;
:You may not take a Meld action if you have no cards in hand.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;DOGMA&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the top card you wish to activate to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;Dogma action&#039;&#039;&#039; has multiple steps, and is the heart of the game. This represents your civilization turning its main focus to one of the innovations it has adapted.&lt;br /&gt;
:(1) To start a dogma action, you must choose one of the top cards on your board, thus activating its effects. All of the effects on the card you chose will be executed, regardless of what happens to the card or other cards during the action (unless game end is triggered).&lt;br /&gt;
:(2) Before executing any of the effects, the amount of times that the featured icon of the activated card (the small version of the icon that precedes each effect) appears is counted on &#039;&#039;each&#039;&#039; player&#039;s board. Any player with at least as many of that icon visible as you will &#039;&#039;&#039;share&#039;&#039;&#039; all non-demand effects. Any opponent with fewer of the icon visible than you is &#039;&#039;&#039;vulnerable&#039;&#039;&#039; to demand effects.&lt;br /&gt;
::This count is only performed once per Dogma action, and sharing/vulnerability for &#039;&#039;all&#039;&#039; the effects on the activated card will be determined by this count, regardless of how the state of the boards changes while the effects are applied.&lt;br /&gt;
::(A running count for how many times each of the six basic icons appears on each player&#039;s board is shown in the BGA player panels)&lt;br /&gt;
:(3) All effects on the card &#039;&#039;must&#039;&#039; be executed during the Dogma action. They will be executed in order from top to bottom, with each effect completed entirely before moving to the next effect.&lt;br /&gt;
:*Effects with a darker background that start with &amp;quot;I DEMAND&amp;quot; are demand effects, which give opponents instructions to follow. All vulnerable opponents, in turn order, follow the instructions as if the activating player is reading them to the vulnerable player. Thus any &amp;quot;you/your&amp;quot; refers to the vulnerable player, and &amp;quot;me/my&amp;quot; refers to the activating player. No other players follow the instructions.&lt;br /&gt;
:*Effects that do not start with &amp;quot;I DEMAND&amp;quot; are non-demand effects. Each player who was determined to share non-demand effects of the activated card follows the effect&#039;s instructions, in turn order. All sharing players execute the effect before the activating player, who executes it last. Each player who executes the effect does so as if they were the player reading the card. Any &amp;quot;you/your&amp;quot; in the effect refers to the player currently executing the effect.&lt;br /&gt;
:(4) If any of your opponents shared any of the non-demand effects, and their doing so changed the game state in any way, then after all the effects have been resolved, you must take a free Draw action, with your now-current highest top card (which may be different than what it was before the Dogma action) determining the supply pile you draw from.&lt;br /&gt;
::If the game state was changed, and then changed again so that it is now in the exact place it was before, that still counts as changing.&lt;br /&gt;
:::(For example, &amp;quot;Return all the cards in your hand, then draw three &#039;&#039;&#039;6&#039;&#039;&#039;s&amp;quot;. When your opponent shares the effect, they only have three &#039;&#039;&#039;6&#039;&#039;&#039;s in hand, and the age 6 supply pile is empty. First, they return all three &#039;&#039;&#039;6&#039;&#039;&#039;s to the supply, then they draw the same exact cards back into their hand, as these are the only three in the age 6 supply pile. This still triggers the free Draw action for sharing.)&lt;br /&gt;
:In the extremely rare situation that you have no cards on your board, you may not perform a Dogma action.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;ACHIEVE&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Click on the red button at the top of your screen, or the eligible achievement, to perform this action)&amp;lt;br /&amp;gt;&lt;br /&gt;
During the setup of the game, one card from each (base set) supply pile 1-9 is set aside as an available achievement. These cards are always kept face-down, and can never be looked at. They are simply used as markers to denote achievements made by players.&lt;br /&gt;
:You may only take the Achieve action if you are &#039;&#039;&#039;eligible&#039;&#039;&#039; to &#039;&#039;&#039;claim&#039;&#039;&#039; one of the available achievements. In order to be eligible, you must satisfy &amp;lt;u&amp;gt;both&amp;lt;/u&amp;gt; of the following conditions:&lt;br /&gt;
:(1) The total of the ages of all the cards in your &#039;&#039;&#039;score pile&#039;&#039;&#039; (usually simply referred to as your &amp;quot;score&amp;quot;), must be at least five times the age number of the achievement.&lt;br /&gt;
:(2) You must have a top card on your board of equal or higher value to the age number of the achievement.&lt;br /&gt;
&lt;br /&gt;
:If you take the action, claim an achievement you are eligible for by transferring it from the available achievements, to your personal achievements pile on the right side of your player reference card.&lt;br /&gt;
:You may only claim achievements that are set aside as &amp;quot;available&amp;quot;. Once another player claims an achievement, it is no longer available to be claimed.&lt;br /&gt;
::Special achievements are automatically claimed immediately, for free, if they are still available, by meeting the requirements listed on them, even on another player&#039;s turn. They cannot be claimed with this action. Each special achievement also has an associated card whose dogma effects can allow a player to claim them.&lt;br /&gt;
::Like standard actions, once a special achievement has been claimed, it is no longer available for another player to claim.&lt;br /&gt;
:If you now have the required number of achievements (See &amp;lt;u&amp;gt;End of Game&amp;lt;/u&amp;gt;), the game ends immediately, and you win!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You must choose one of these four actions, you cannot simply &amp;quot;pass&amp;quot;. However, it is legal (and sometimes strategically preferred) to perform a Dogma action, activating a top card that will have no effect (for example, the card only has a Demand effect, and no player has fewer icons than you), as a way to effectively &amp;quot;pass&amp;quot; the action.&lt;br /&gt;
&lt;br /&gt;
==Basic Keywords==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Splaying&#039;&#039;&#039;&amp;lt;/u&amp;gt; is an important concept to understand. Many dogma effects will instruct you to splay cards in a specific direction. At any time, a color&#039;s stack is always either: unsplayed, splayed left, splayed right, or splayed up. When an unsplayed stack is splayed, the top card is slid in the direction indicated, revealing one icon location on the card beneath it when splayed left, two when splayed right, and three when splayed up. If there are more than two cards in the stack, this process is repeated down the entire stack. If a stack was already splayed, it is briefly unsplayed before being splayed in the new direction (That is to say, splays don&#039;t compound. You can hover over your player reference for a visual example of splayed stacks).&lt;br /&gt;
&lt;br /&gt;
This increases the number of icons visible on your board, increasing the likelihood you will share other players&#039; dogmas, and that more opponents will be vulnerable to your demands .&lt;br /&gt;
&lt;br /&gt;
Thus, your civilization is able to learn from previously adapted innovations, once thought obsolete, in order to improve their implementation of their newest innovations!&lt;br /&gt;
&lt;br /&gt;
A color stack with one or zero cards in always unsplayed. If a stack is ever reduced to one or zero cards, it does not &amp;quot;remember&amp;quot; what splay it had. (The nice developers on BGA put handy little arrows under stacks to denote their current splay, but the rule still applies) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Tucking&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-up on the bottom of its stack on your board, maintaining any current splay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Returning&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down on the bottom of the supply pile it came from. If that supply pile was empty, the returned card becomes the only card in the supply pile, and it is no longer empty. If you must return multiple cards to the same pile, you choose the order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&amp;lt;/u&amp;gt; a card means to place it face-down in your score pile, to the left of your player reference. Your score is increased by the age of the scored card. You may look at the fronts of the cards in your own score pile, but not other players&#039; score piles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Draw [and ...]&#039;&#039;&#039;&amp;lt;/u&amp;gt; when a dogma effect tells you to draw a card, it will always specify what value to draw. Use this value, even if it is different from what a Draw Action would have you draw. If the effect tells you to get that value from another card, and no such card exists (e.g., &amp;quot;Draw a card equal to the value of your top purple&amp;quot;, but you have no purples on your board), then the value is 0. As there are no 0 supply piles ever in the game, you skip up to &#039;&#039;&#039;1&#039;&#039;&#039; (and further if necessary). If you are are told to Draw and [&#039;&#039;something else&#039;&#039;], you do the [&#039;&#039;something else&#039;&#039;] with the card that you just drew. &amp;quot;Draw and meld a &#039;&#039;&#039;6&#039;&#039;&#039;&amp;quot; means you draw from the age 6 supply pile (or age 7 if age 6 is empty, and so on), and then meld &amp;lt;u&amp;gt;that card&amp;lt;/u&amp;gt;. You cannot choose to meld a different card from your hand, or any other card.&lt;br /&gt;
&lt;br /&gt;
==Start the game, already!==&lt;br /&gt;
At the start of the game, all players Draw two &#039;&#039;&#039;1&#039;&#039;&#039;s, then each secretly pick one of the two cards. Once everyone has picked, the chosen cards are simultaneously melded by all players, and the player who melded the card whose title comes first alphabetically goes first.&amp;lt;br /&amp;gt;&lt;br /&gt;
On the first player&#039;s first turn, they only perform one action. In a four player game, this is also true for the second player&#039;s first turn. After that, all turns are two actions each.&lt;br /&gt;
&lt;br /&gt;
However, playing with 4 players, or any expansions, is not recommended for a first play, if avoidable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Innovation&#039;&#039;&#039;&#039;&#039; is best learned by playing, and if you&#039;ve never played before, it is advisable to stop reading here, and just start playing, coming back as you need to reference specific rules or keywords.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when a player has claimed the required number of achievements.&lt;br /&gt;
:In a 2 player game with just the base set, 6 achievements are required.&lt;br /&gt;
:For each extra player, subtract one from the requirement. For each expansion added, add one to the requirement.&lt;br /&gt;
::Optional rule: The game may be set up to make the achievement goal one higher, for a longer game. In Options during table setup, choose &amp;quot;Enable&amp;quot; for &amp;quot;Extra achievement to win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The player who reached the achievement goal wins the game, as their civilization has the greatest legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing above a 10&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even during a dogma effect) when any player attempts to draw a card higher than a 10, for any reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
Time has passed by the relevance of your achievements, and the player (or team) with the highest score wins, as their civilization has the most current power and influence.&lt;br /&gt;
:If tied, the number of achievements is the tie-breaker; if still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;By dogma&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The dogma effects of several cards award a win if certain conditions are met. Others allow the single player with the most (or least) [X] to win; these will only award victory if there is no tie for [X]. If there is a tie, the effect is ignored.&lt;br /&gt;
:In either case, if victory is awarded, the game is ended immediately.&lt;br /&gt;
:In a team game, this grants victory to that player&#039;s teammate, as well.&lt;br /&gt;
&lt;br /&gt;
==Playing with Expansions==&lt;br /&gt;
Each expansion has 105 additional unique cards, split into 10 ages, just like the base set. Each set is kept in separate supply piles, and has unique rules for how its cards are drawn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Draw actions and Draw effects will draw base cards unless the expansion&#039;s rules state otherwise. Once expansion cards are drawn, they act like any other card, except where specifically outlined otherwise in that expansion&#039;s rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returned cards are returned to the specific supply pile they came from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In general, if a base card supply pile is empty, all expansion card supply piles of the matching age are considered empty (even if they still have cards in them).&amp;lt;br /&amp;gt; &lt;br /&gt;
If an expansion supply pile is empty but the corresponding base pile is not, you usually draw a base card when you would have otherwise drawn an expansion card (Dig events from &#039;&#039;Artifacts of History&#039;&#039; are a notable exception).&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
In &#039;&#039;Artifacts of History&#039;&#039;, each card represents a unique artifact through the ages. Artifact cards generally are more powerful than base cards of the same age, but are harder to obtain and get onto your board.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Artifact cards influence the game in ways very unique to this particular expansion. However, the cards themselves still look and act like base cards in most situations. A notable exception is &#039;&#039;Battleship Yamato&#039;&#039;, a red card from Age 8. This card has no basic icons, and no effects. However, the value printed on its front side is &#039;&#039;&#039;11&#039;&#039;&#039;. It counts as an 11 when face up (notably, as a top card on your board, causing the game to end if you take a Draw Action), and an 8 when face down (in the supply, in your hand, in your score pile).&lt;br /&gt;
&lt;br /&gt;
Unless a dogma effect explicitly tells you to draw an Artifact, or to draw a card from any set and you choose Artifacts, the only way to bring Artifact card into play is to trigger a &#039;&#039;&#039;dig event&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dig Event&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A dig event is triggered by a Meld action (and not other meld effects) if the meld action covered up a top card of that color (that is, you already had at least one card in that color&#039;s stack on your board), &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; either:&lt;br /&gt;
&lt;br /&gt;
The melded card is equal or lower value than your previous top card of that color, OR&amp;lt;br /&amp;gt;&lt;br /&gt;
The location of the black hex icon on the melded card is the same as the location of the black hex on the previous top card of that color.&lt;br /&gt;
&lt;br /&gt;
If either/both are true, you draw an Artifact from the age equal to the value of the covered up card (skipping any ages with empty &#039;&#039;&#039;base&#039;&#039;&#039; supply piles), and place that card &amp;quot;on display&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The dig event is ignored if you already have a card on display, or if the Artifact supply pile of that age is empty (you never put non-Artifact cards on display).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Cards on Display&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A card &amp;quot;on display&amp;quot; is not considered part of a player’s board, nor hand, and thus no dogma effects targeting your board, hand, or anything else have any affect on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
At the same time, because it is not on your board, its icons do not count toward your icon totals, and it is not a top card.&lt;br /&gt;
&lt;br /&gt;
However, if you start your turn with an Artifact already on display, you get a free special action at the start of your turn, before your normal actions. With this action, you choose one of three options:&lt;br /&gt;
&lt;br /&gt;
:(1) Take a free Dogma action, targeting the card on display. Solely for the purpose of determining sharing/vulnerability, the card&#039;s icons are added to your board&#039;s totals. Dogma effects on the card that care about your icon totals will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; count the icons on the displayed card during this action. Using your free special action this way will also trigger Echo effects on your board in this color before the card&#039;s dogma effects (see &amp;lt;u&amp;gt;Echoes of the Past Expansion&amp;lt;/u&amp;gt;). At the conclusion of all the dogma effects, return the displayed Artifact.&lt;br /&gt;
:(2) Return the displayed Artifact (without triggering the dogma effects).&lt;br /&gt;
:(3) You may pass the special action, leaving the Artifact on display.&lt;br /&gt;
&lt;br /&gt;
During a normal Meld action, you may treat the card on display as if it is in your hand, and meld it. This may trigger another dig event, and/or any other effects triggered by Meld actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Compel Effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Some Artifacts have a special type of Demand effect that starts with the words &amp;quot;I COMPEL&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Compel effects are considered demand effects for all purposes, and behave exactly the same, except that opponents are only vulnerable to a Compel effect if they have the same or more of the featured icon than you. In order words, the same situation where they would share any non-demand effects. In some cases, opponents will be forced to follow the instructions of a Compel effect, and then also share other non-demand effects on the card. Remember that the free Draw action will only be triggered if a non-demand effect is shared (and the game state is changed by it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relic Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt; (optional)&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics are an optional addition when playing with &#039;&#039;Artifacts of History&#039;&#039;, and must be chosen during table setup to be included.&lt;br /&gt;
The five relics are placed in an &amp;quot;available&amp;quot; area next to the supply piles at the start of the game. Each Relic has a different age, 3-7, and its card back matches the color of a different Innovation card set/expansion. They are the &amp;quot;lost relics&amp;quot; of each set.&lt;br /&gt;
&lt;br /&gt;
After you dig an Artifact, you may &#039;&#039;&#039;seize&#039;&#039;&#039; the Relic whose age matches the value of the Artifact.&amp;lt;br /&amp;gt;&lt;br /&gt;
Relics may only be &amp;quot;seized&amp;quot; from the available Relics area, or from any player&#039;s achievements pile (including your own).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you seize a Relic, you transfer it to your achievements pile. Or, if its card back matches the card backs of any set in play this game, you may instead transfer it to your hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your hand acts like any other card, possibly being melded, scored, returned, etc. While in your hand, on your board, or in your score pile, it cannot be seized. A returned relic is returned to the available Relics area, where it may be seized again.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in your achievements pile counts as a claimed achievement as long as it stays there (remember that Relics can be seized from achievement piles).&amp;lt;br /&amp;gt;&lt;br /&gt;
A Relic in an achievement pile or in the available Relics area is not affected by any rule or effect that affects standard achievements. Only the rules that apply to Relics may affect it.&amp;lt;br /&amp;gt;&lt;br /&gt;
A relic in your hand, on your board, or in your score pile is affected by all the rules and effects that apply to those cards.&lt;br /&gt;
&lt;br /&gt;
==Echoes of the Past Expansion==&lt;br /&gt;
In &#039;&#039;Echoes of the Past&#039;&#039;, each card represents a unique invention or discovery through the ages. These cards introduce new icons and mechanics into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Echoes of the Past&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Echoes Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When playing with &#039;&#039;Echoes&#039;&#039;, whenever any player would draw a base card for any reason, they might draw an Echoes card instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
This includes if you are playing with other expansions, and have to draw a base card because that other expansion&#039;s supply pile is empty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Echoes Draw Rule&amp;lt;/u&amp;gt;: If you have cards in hand, but none of them are an Echoes card, draw an Echoes card from the age matching the base card you would have drawn.&lt;br /&gt;
&lt;br /&gt;
When drawing multiple cards, this rule is evaluated for each card, one-by-one. So if your hand is empty and you are instructed to draw three cards, you draw: Base, Echoes, Base&amp;lt;br /&amp;gt;&lt;br /&gt;
Revealed cards are considered to be in your hand for this purpose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Echo effects&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;echo effect&#039;&#039;&#039; is a special type of effect that appears in an icon location on a card. During a Dogma action, before executing the dogma effects of the top card, a check is made for any visible echo effects in that color&#039;s stack, including on the top card itself. Execute any such echo effects, starting with the bottom card of the stack and moving up the stack, ending with the top. Each effect is shared with players who were determined to eligible to share by the dogma effect&#039;s featured icon.&lt;br /&gt;
:Which echo effects will be executed is determined by which ones were visible when the Dogma action was declared. Any echo effects being covered up or revealed during the execution of the effects does not change this.&lt;br /&gt;
&lt;br /&gt;
Although they act in a similar way, echo effects are distinguished from dogma effects. If an effect tells you to &amp;quot;execute the non-demand dogma effects&amp;quot; on another card, you would not execute any Echo effects. If an effect tells you to &amp;quot;execute all the effects&amp;quot; of a card as if they were on this card, this would include any echo effect on the targeted card, but not any other echo effects in the targeted card&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Keyword: Foreshadow&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Foreshadowing&amp;lt;/u&amp;gt; a card means to place it in your &#039;&#039;&#039;forecast&#039;&#039;&#039;, a new area defined for this effect, face down. You may look at the fronts of the cards in your own forecast, but not other players&#039; forecasts.&lt;br /&gt;
&lt;br /&gt;
After you perform a Meld action (but not other meld effects), any card in your forecast of equal or lower value to the card you just melded is considered eligible for &#039;&#039;&#039;promotion&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If any cards are eligible, you may choose one to promote, melding it to your board (this is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a Meld action, and will not trigger related events).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you do, you may then take a free Dogma action, targeting the promoted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Echoes cards introduce a new type of icon, a copper circle with a number in the middle, called &#039;&#039;&#039;bonuses&#039;&#039;&#039;. Bonus icons add additional points to your score as long as they are visible.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your highest visible bonus adds its full value to your score. Every other bonus visible on your board adds 1 to your score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Duplicate Achievements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several effects on Echoes cards can add or remove cards from the available standard achievements, or allow you to claim a card from somewhere else as a standard achievement, if eligible.&lt;br /&gt;
&lt;br /&gt;
In addition to needing a top card of value equal or higher than the card you are trying to claim to be eligible, if you already have a standard achievement of that age, your score needs to be twice as high to be eligible. If you already have two, your score needs to be three times as high, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Cities of Destiny Expansion==&lt;br /&gt;
In &#039;&#039;Cities of Destiny&#039;&#039;, each card represents an important city through the ages. Cities do not have dogma effects, but have six icon locations, and introduce new icons into the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Like the base game, &#039;&#039;Cities of Destiny&#039;&#039; has five special achievements, which are added to the five from the base game at setup. Any of these special achievements can be claimed during the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Drawing Cities Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two situations that can cause you to draw a Cities card. In either case, if you already have a Cities card in hand, you ignore these triggers and do not draw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Drawing a Cities card is automatically triggered in these cases, it is not optional and does not use an action.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:(1) When you take a Meld action to meld a card that adds a new color to your board, draw a City.&lt;br /&gt;
:(2) Immediately after splaying a color in any new direction, draw a City.&lt;br /&gt;
&lt;br /&gt;
In either case, draw a Cities card of value equal to your highest top card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;New Action: Endorse&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endorse&#039;&#039;&#039; is a new action available to you on your turn, allowing you to perform a doubled Dogma action. It can be used as either of your normal actions, but cannot be used twice on the same turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
(as with a Dogma action, you can select the Endorse action by clicking the top card on your board that you want to Endorse)&lt;br /&gt;
&lt;br /&gt;
:(1) Choose the top card on your board that you want to Endorse, noting its featured icon.&lt;br /&gt;
:(2) Choose a top City on your board that has that icon on it.&lt;br /&gt;
:(3) &amp;quot;Pay&amp;quot; for the Endorse action by tucking a card from your hand of equal or lower value than the chosen city. The tucked card&#039;s color and icons are irrelevant to this action.&lt;br /&gt;
:(4) Execute the effects of the targeted card from step 1 (and any visible echo effects in its stack) as if it were a Dogma action:&lt;br /&gt;
::     (a) Determine sharing, vulnerability, and visible echo effects as normal.&lt;br /&gt;
::     (b) When you execute a non-demand effect, do it twice.&lt;br /&gt;
::     (c) When another player shares your non-demand effect, they only execute it only once.&lt;br /&gt;
::     (d) When you issue a demand, effect all vulnerable opponents twice (Going around the table in turn order the first time, and then again the second time)&lt;br /&gt;
::     (e) Draw for sharing, if applicable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;City Icons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Each City has one or two of these icons. Plus, Arrow, and Search icons take effect immediately when melded, but only if the City was melded with a Meld Action (not other Meld effects).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Plus icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Draw a card of value one higher than the city’s age.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Arrow icon&amp;lt;/u&amp;gt; &amp;amp;mdash; Splay the city’s color in the direction indicated by the arrow.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Search icon&amp;lt;/u&amp;gt; (basic icon with a magnifying glass) &amp;amp;mdash; Search icons count as normal icons while visible. In addition, the Search effect causes you to draw and reveal X base cards of value X, where X is the value of the city. Of all the revealed cards, take all cards that have the same icon as the Search into your hand, then return the rest. During this effect, ignore all other expansion draw rules and do not skip to a higher age if the supply pile is depleted.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Flag icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a flag is visible, it counts as an achievement if no opponent has more visible cards of the flag’s color than you do.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;Fountain icon&amp;lt;/u&amp;gt; &amp;amp;mdash; While a fountain is visible, it counts as an achievement.&lt;br /&gt;
&lt;br /&gt;
:Cities may also have a &amp;lt;u&amp;gt;Bonus icon&amp;lt;/u&amp;gt; as described in &#039;&#039;Echoes of the Past&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Playing with Multiple Expansions==&lt;br /&gt;
When playing with more than one expansion, multiple events may trigger from a Meld action. When that happens, the triggers are performed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Execute the City&#039;s icon effects.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Cities&#039;&#039;] Draw a City card.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
(1) [&#039;&#039;Artifacts&#039;&#039;] Dig an Artifact, placing it on display.&amp;lt;br /&amp;gt; &lt;br /&gt;
(2) [&#039;&#039;Echoes&#039;&#039;] You may promote an eligible foreshadowed card.&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;!-- [&#039;&#039;Figures&#039;&#039;] Execute the Figure&#039;s &amp;quot;When&amp;quot; effect.&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clarifications and Other Keywords==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#000000; background:#FFD700&amp;quot;&amp;gt; THE GOLDEN RULE &amp;lt;/span&amp;gt;: &amp;amp;mdash; &amp;quot;&#039;&#039;&#039;Do as much as you can, and ignore the rest.&#039;&#039;&#039;&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are unclear what a card&#039;s effect will do, remembering this will resolve most ambiguities.&lt;br /&gt;
:(For example, &amp;quot;Score three cards from your hand&amp;quot;, and you only have two in hand. You will score both cards, ignoring the attempt to score a third.)&lt;br /&gt;
Effects are not optional unless they say &amp;quot;you may&amp;quot;. Only the part that says &amp;quot;you may&amp;quot; is optional, and your decision may impact the rest of the effect.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [X]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to execute the effect, but if you choose to, it must be executed completely, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;You may tuck a card from your hand for every two [icon] on your board.&amp;quot; You have seven [icon]s on your board. You can either:&lt;br /&gt;
:::1. Do Nothing, or&lt;br /&gt;
:::2. Tuck three cards from your hand, or every card from your hand if you have less than three in hand. You cannot choose to stop at two if you have a third card in hand.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;You may [do X], if you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; it is your option to do [X]. If you do, [Y] will happen in full, or as much as possible. If you do not have enough cards in the right place to completely do [X], you must ignore the effect.&lt;br /&gt;
::(ex: &amp;quot;You may return two cards from your hand. If you do, score the top red card from your board.&amp;quot;&lt;br /&gt;
:::1. If you have one card or no cards in hand, you must ignore the effect.&lt;br /&gt;
:::2. If you have at least two cards in hand, you may choose to ignore the effect.&lt;br /&gt;
:::3. If you have at least two cards in hand, and choose to return two, you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; then score your top red card.&lt;br /&gt;
:::4. If you have no red cards on your board, you may still return two cards from hand, but nothing else will happen if you do.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;&amp;quot;[Do X]. If you do, [Y]&amp;quot;&amp;lt;/u&amp;gt; &amp;amp;mdash; you &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; do [X]. &amp;quot;If you do&amp;quot; does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; imply that you have a choice. If you have no cards, or no cards of the specific color/value, in the right place, then you ignore the [X] effect. If you do not have as many cards as the [X] effect asked for, you do it with as many as you have, but then ignore the &amp;quot;if you do&amp;quot; [Y] effect (as you did not fully do [X]). If you could not ignore [X], you must then execute the full &amp;quot;if you do&amp;quot; [Y] effect, or as much as possible.&lt;br /&gt;
::(ex: &amp;quot;Score a blue card from you hand. If you do, draw a card of value one higher than the card you scored.&amp;quot;&lt;br /&gt;
:::1. If you have no blue cards in hand, the effect is ignored {on BGA, your hand will be revealed to everyone else in the game log to verify you had no appropriate cards}&lt;br /&gt;
:::2. If you have any blue cards in hand, you must score one. If you have multiple, you may choose which one. Then you must draw a card of value one higher than you scored, possibly even triggering end of game.)&lt;br /&gt;
::(ex: &amp;quot;Score your top two red cards. If you do, splay your green cards up.&amp;quot;&lt;br /&gt;
:::1. If you have at least two red cards on your board, you must score the top two (possibly losing their splay if you had only two or three). Then you splay your green cards up, if possible (if you have at least two greens on your board).&lt;br /&gt;
:::2. If you have one red card on your board, you must score it, but then you do not splay your green cards up.&lt;br /&gt;
:::3. If you have no red cards on your board, nothing happens.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Top/Bottom&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The top card of each color&#039;s stack is a &amp;quot;top card&amp;quot;. The bottom card of each stack is a &amp;quot;bottom card&amp;quot;. If your board has only one card of a color, it is both the top and bottom card of that color. Effects such as &amp;quot;non-bottom top card&amp;quot; ignore single card stacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;Draw&amp;quot;/&amp;quot;Meld&amp;quot;/&amp;quot;Achieve&amp;quot;&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Dogma effects that instruct you to do one of these things are performed similar to taking the action, but do not count as that action for any purpose that cares about that distinction.&lt;br /&gt;
:(e.g., A dogma effect that tells you to meld does not trigger dig events or foreshadow promotions, as those are triggered by the Meld Action.)&lt;br /&gt;
:(While taking a normal Dogma action will be one of your two actions for your turn, dogma effects that have you draw/meld/etc do not use up more actions. Dogma effects that trigger other cards&#039; dogma effects do not use up more actions. If the original Dogma action was a free Dogma action, neither of your two normal turn actions have been used at all)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reveal&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Revealed cards are shown face-up to everyone. If a &amp;quot;Draw and Reveal&amp;quot; effect does not specify what to do with the card after revealing it, it is placed in your hand at the end of the effect. Revealed cards are considered to be in your hand for effects that care about whether cards are in your hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Transfer&#039;&#039;&#039; a card from [X] to [Y]&amp;lt;/u&amp;gt; &amp;amp;mdash; Move the card from area [X] to area [Y]. If [X] is a player&#039;s board, this may cause that stack to lose its splay if one or zero cards remain. If [Y] is a player&#039;s board, the card becomes the new top card of the appropriate stack, maintaining any splay. However, this does not count as &amp;quot;melding&amp;quot; (or &amp;quot;scoring&amp;quot;,&amp;quot;achieving&amp;quot;, etc) for any cards that care about that (such as Special Achievements).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exchange&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Simultaneously transfer cards between the two areas given, even if one side is empty. Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 cards with 10. As with transferring, the cards have not been &amp;quot;melded&amp;quot;, &amp;quot;scored&amp;quot;, etc. for effects/triggers that care about that. To be clear, cards moved to your score pile still nonetheless add to your score, cards moved to your hand can be melded with future Meld actions, cards moved to your board can be activated with future Dogma Actions, and cards moved to your achievements pile still get you closer to winning. They just weren&#039;t technically &amp;quot;melded&amp;quot;, &amp;quot;drawn&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Highest (or Lowest)&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; The card with the highest (lowest) value/age among those referenced. If several cards are the highest (lowest), you may pick which one is affected. &amp;quot;All your highest/lowest cards&amp;quot; affects all such cards, although you can pick the order when that matters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Remove&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; completely set aside from play, and the game is continued from that point as if those cards no longer exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Card Set&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; this refers to all innovation cards that came from a specific expansion, or the base game. E.g., the &#039;&#039;Base&#039;&#039; set, the &#039;&#039;Echoes&#039;&#039; set, the &#039;&#039;Artifacts&#039;&#039; set, etc. Effects that instruct you to draw from a specific set, or let you choose which set to draw from, override normal rules about which set to draw from. However, expansion supply piles for ages where the corresponding Base age is empty are still considered &amp;quot;empty&amp;quot; and are not drawn from, instead skipping to next age with a non-empty Base supply pile.&lt;br /&gt;
:(ex: &amp;quot;Choose a card set and draw two &#039;&#039;&#039;2&#039;&#039;&#039;s.&amp;quot; You choose &amp;quot;Artifacts&amp;quot;. There are cards in the Artifacts age 2 supply pile, but the base age 2 supply pile is empty. There are cards in the base age 3 supply pile, so you draw two cards from the Artifacts age 3 supply pile, skipping over age 2, as it is treated as &amp;quot;empty&amp;quot;.)&lt;br /&gt;
:(Original printings of some cards referred to a card&#039;s &amp;quot;type&amp;quot;, which is the same as card set. The wording of all the cards on BGA have been changed to &amp;quot;card set&amp;quot; to reduce confusion.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visible&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; All top cards are visible. All icons on top cards are visible. All cards in a splayed stack are visible. Some icon locations on non-top cards are visible in splayed stacks, as defined by the splay direction. No non-top cards are visible in an unsplayed stack, and neither are any of their icons.&lt;br /&gt;
:(Because it could be perfectly tracked through the game log anyway, all cards in all players&#039; piles can be seen fully in BGA by clicking the &amp;quot;Look at all cards in piles&amp;quot; button. However, for the purposes of in-game mechanics, they are not necessarily all &amp;quot;visible&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute each of its non-demand effects. Do not share them&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you will not share the effects of the targeted card, no matter the icon count. The effects can still impact other players. (e.g., &#039;&#039;Rocketry&#039;&#039; can still return score cards from other players&#039; score piles)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Execute the effects ... as if they were on this card&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; execute the effects printed on the targeted card as if they were printed on this card, meaning the featured icon will be the one on this card, which may affect who shares them or is vulnerable to them. References to &amp;quot;other&amp;quot; cards could affect the targeted card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Any value/Choose a value&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a potential card value; namely, an integer 1-10, inclusive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Choose a number&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; you must choose a non-negative integer. Zero is a valid choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Claim an achievement&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;amp;mdash; Only applies to Standard Achievements. If told to &amp;quot;Claim an achievement of (value [X]/matching value)&amp;quot;, you can only do so if a standard achievement of that specific value is available.&lt;br /&gt;
&lt;br /&gt;
==Team games==&lt;br /&gt;
To play a less chaotic and more strategic four player game, you can play in teams (partnerships).&lt;br /&gt;
&lt;br /&gt;
Your Demand effects are not executed by your teammate. Your teammate can share in your non-demand effects, but if they are the only other player who does, you do not get a free Draw action.&lt;br /&gt;
&lt;br /&gt;
Any effect referring to your &amp;quot;opponents&amp;quot; does not affect your teammate.&lt;br /&gt;
&lt;br /&gt;
Your team&#039;s achievements are counted together, with the required total amount for victory being the same as a 2-player game.&amp;lt;br /&amp;gt;&lt;br /&gt;
However, you must only use your own score to claim an achievement.&lt;br /&gt;
&lt;br /&gt;
If a dogma effect ends the game, the winning player also grants victory to their teammate.&lt;br /&gt;
&lt;br /&gt;
If the game ends from a player attempting to draw above 10, the teammates combine their scores, and the higher total team score wins.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Pitdood</name></author>
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