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	<updated>2026-10-30T18:26:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebuildersantiquity&amp;diff=28657</id>
		<title>Gamehelpthebuildersantiquity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthebuildersantiquity&amp;diff=28657"/>
		<updated>2026-02-22T20:47:24Z</updated>

		<summary type="html">&lt;p&gt;Pratchettfan: /* Make an Investment */ Typos fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This is a wonderful strategic game where one’s goal is to use one’s workers to maximum capacity while building buildings which create both income &amp;amp; victory points for the player! In the end, whoever is able to obtain the most victory points is the winning player!&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played over a series of turns, until someone has reached 17 points.&lt;br /&gt;
&lt;br /&gt;
On your turn, you get to take 3 actions and additional actions, at the cost of 5 coins for each extra action.&lt;br /&gt;
&lt;br /&gt;
You may use actions to:&lt;br /&gt;
&lt;br /&gt;
* Start a Construction&lt;br /&gt;
* Recruit a Worker&lt;br /&gt;
* Make an Investment&lt;br /&gt;
* Send a Worker to work&lt;br /&gt;
* Take Coins&lt;br /&gt;
&lt;br /&gt;
=== Start a Construction ===&lt;br /&gt;
You take 1 Building from the five available Building cards and place it in front of you, at the cost of 1 action.&lt;br /&gt;
&lt;br /&gt;
=== Recruit a Worker ===&lt;br /&gt;
You take 1 Worker from the five available Worker cards and place it in front of you, at the cost of 1 action.&lt;br /&gt;
&lt;br /&gt;
=== Make an Investment ===&lt;br /&gt;
Once per turn, you can take one of the cards on the Investment line, at the cost of 1 action:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;purchase a prisoner&#039;&#039;&#039;: for 7 coins, you can take one of the slaves in the Investment line. The slave is considered as a Worker, but does not have to be paid when sent to work. At the cost of one action (or 5 coins at the end of the game), you can free them, but they now have to be paid when sent to work. Each slave makes you lose a victory point at the end of the game if not freed. A Slave cannot use a tool or be educated until freed.&lt;br /&gt;
* &#039;&#039;&#039;buy a tool&#039;&#039;&#039;: for 2 coins, you can take one of the tool cards on the Investment line. Whenever you send a Worker to work, you can equip them with the tool at no additional cost (no coin or action).&lt;br /&gt;
* &#039;&#039;&#039;take a loan&#039;&#039;&#039;: you can take a loan card from the Investment line, gaining 10 coins. However, at the end of the game, you must pay 15 coins for each taken loan, or lose 2 points per unpaid loan. Paying a loan isn&#039;t an action.&lt;br /&gt;
* &#039;&#039;&#039;educate a Worker&#039;&#039;&#039;: for 7 coins, you can take one of the clear education card on the Investment line and add it on top of one of your available Workers. The new resource level replaces the old one and the cost for sending this worker to work is not increased. An education card remains on the same worker until the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Send a Worker to work ===&lt;br /&gt;
You place one of your Workers next to one of your buildings under construction. You must pay the coin cost indicated on the Worker card. That Worker is now tied to the Building until it is completed.&lt;br /&gt;
&lt;br /&gt;
Sending a worker has a cost of 1 action, except:&lt;br /&gt;
&lt;br /&gt;
* if you send a second Worker, on the &#039;&#039;&#039;same turn&#039;&#039;&#039;, to the &#039;&#039;&#039;same Building&#039;&#039;&#039;, sending that 2nd Worker has a cost of 2 actions.&lt;br /&gt;
* if you send a third Worker, on the &#039;&#039;&#039;same turn&#039;&#039;&#039;, to the &#039;&#039;&#039;same Building&#039;&#039;&#039;, sending that 3rd Worker has a cost of 3 actions.&lt;br /&gt;
* etc...&lt;br /&gt;
&lt;br /&gt;
So if you send another Worker to a different Building, it only cost you a standard 1 action.&lt;br /&gt;
&lt;br /&gt;
=== Take Coins ===&lt;br /&gt;
You can spend 1 action to get 1 coin, 2 actions to get 3 coins or 3 actions to get 6 coins.&lt;br /&gt;
&lt;br /&gt;
=== Completing a Building ===&lt;br /&gt;
When you send a Worker to a Building, if the total Resources of all the Workers you have sent to that Building now equal or exceed the requirements for that Building, the Building is Complete. &lt;br /&gt;
&lt;br /&gt;
The Workers you had sent there are returned to you, available for future actions. You receive the coin and point rewards indicated on the Building card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machines&#039;&#039;&#039;: Machines are special types of Buildings. They do not grant you coins. Instead, when they are completed, they can be treated as a worker and sent to work, at no coin cost.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
If you end your turn with 17 or more points on your completed Buildings (and machines), the game will end. Any player who had yet to play the same number of turns (players between the one triggering the endgame and the first player) take a final turn.&lt;br /&gt;
&lt;br /&gt;
Each player can free their slave (at a cost of 5 coins per slave) and pay back loans (at a cost of 15 coins per loan). If you are unable to pay, you lose 1 point per slave and 2 points per debt. You then add your Building and Machine points, plus 1 point per 10 coins still in your possession.&lt;br /&gt;
&lt;br /&gt;
Whoever has the highest score is the winner. In case of a tie, whoever has the most unscored coins wins.&lt;/div&gt;</summary>
		<author><name>Pratchettfan</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaniclab&amp;diff=17936</id>
		<title>Gamehelppaniclab</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaniclab&amp;diff=17936"/>
		<updated>2023-09-02T18:22:28Z</updated>

		<summary type="html">&lt;p&gt;Pratchettfan: Reworded sentence mentioning bathrooms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
Starting from the space indicated by the Lab die, each player tries to find at most&lt;br /&gt;
quickly the amoeba indicated by the 3 Color, Shape and Pattern dice.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The 25 squares are shuffled and placed in a circle.&lt;br /&gt;
&lt;br /&gt;
The first player is drawn and rolls the 4 dice, then all players play together at the same time.&lt;br /&gt;
*• The Color, Shape and Pattern dice indicate the amoeba to be searched for;&lt;br /&gt;
*• The Lab die indicates where the amoeba escaped from and in which direction it left;&lt;br /&gt;
&lt;br /&gt;
To find the amoeba indicated by the Color, Shape and Pattern dice, you must start from the&lt;br /&gt;
laboratory indicated by the Lab die, in the direction of the arrow indicated by the die. The first&lt;br /&gt;
player who places their hand on the sought-after amoeba wins a token, after control by the&lt;br /&gt;
other players.&lt;br /&gt;
&lt;br /&gt;
As soon as a player has found the right amoeba or the right mutation room, they take a&lt;br /&gt;
token to mark their victory then reroll the 4 dice to launch a new hunt.&lt;br /&gt;
The winner is the first to win 5 tokens.&lt;br /&gt;
&lt;br /&gt;
====Ventilation grids====&lt;br /&gt;
&lt;br /&gt;
The amoebas hide by sneaking into the air vents. If following the path&lt;br /&gt;
traveled by an amoeba we encounter a ventilation grid box, we do not take into account&lt;br /&gt;
from the following squares to the next grid. We resume the search from&lt;br /&gt;
this second grid while continuing to turn in the same direction. Possibly, up to&lt;br /&gt;
the third ventilation grid after which we no longer take into account the boxes up to&lt;br /&gt;
return to the first grid, from which you must resume the search.&lt;br /&gt;
&lt;br /&gt;
====Mutation rooms====&lt;br /&gt;
The amoebas that pass through the mutation rooms (fig. 6) change.&lt;br /&gt;
*• An amoeba that passes through the Color Mutation Room changes color (a).&lt;br /&gt;
*• An amoeba that passes through the Shape mutation room changes shape (b).&lt;br /&gt;
*• An amoeba that passes through the Pattern mutation room changes pattern (c).&lt;br /&gt;
&lt;br /&gt;
Warning: amoebas are fragile and can only withstand 4 passages through a&lt;br /&gt;
mutation room! An amoeba that in the same turn goes through 4 mutation rooms disappears&lt;br /&gt;
immediately. The winner is then the first to put their hand on the fourth and&lt;br /&gt;
last mutation room through which the amoeba passed!&lt;br /&gt;
&lt;br /&gt;
====Disagreements====&lt;br /&gt;
It can happen that there is a disagreement and that players put their hands on amoebas&lt;br /&gt;
different. During the verification, the player or players who made a mistake must return&lt;br /&gt;
one of their tokens (if one of these players has no token to return, nothing happens).&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
To familiarize yourself with the game or to play with younger players, you can opt to&lt;br /&gt;
remove transfer rooms and/or ventilation grilles from the deck.&lt;/div&gt;</summary>
		<author><name>Pratchettfan</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsixtyone&amp;diff=16326</id>
		<title>Gamehelpsixtyone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsixtyone&amp;diff=16326"/>
		<updated>2023-03-17T06:21:48Z</updated>

		<summary type="html">&lt;p&gt;Pratchettfan: Typos fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game has been designed and sold in aid of Accessijeux, a French non-profit organization dedicated to making board games accessible to visually impaired players.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Have the most acorns by the end of the 20th round or once someone reaches 61 or more in the leaf row.&lt;br /&gt;
&lt;br /&gt;
== Round structure ==&lt;br /&gt;
3 die are rolled at the start of each round. You will then allocate the die as follow:&lt;br /&gt;
&lt;br /&gt;
# choose a general area corresponding to the value of one dice&lt;br /&gt;
# write the value of another dice in one of the spots in this area&lt;br /&gt;
# add the value of the leftover dice to the previous total in leftmost free spot in the leaf row&lt;br /&gt;
&lt;br /&gt;
If you have no valid spot to use any dice value in your general areas, you skip the steps 1 and 2 and simply choose any of the die for step 3.&lt;br /&gt;
&lt;br /&gt;
== Area effects ==&lt;br /&gt;
If you are the first player to fill an entire area, you also get a 3 acorn bonus (multiple players can score the bonus if they trigger it during the same round)&lt;br /&gt;
&lt;br /&gt;
=== 1 Pumkins (pair) ===&lt;br /&gt;
You can write any dice value in the first spot of each pumkin. The second spot needs to be filled with the same value as the first. You don&#039;t have to finish the first pumkin before starting the second.&lt;br /&gt;
&lt;br /&gt;
Each pair grants 3 acorns.&lt;br /&gt;
&lt;br /&gt;
=== 2 Waterlilies (different) ===&lt;br /&gt;
You have to fill the waterlilies in order (top left to bottom right in clockwise order). Each value must be different from all the previous ones. &lt;br /&gt;
&lt;br /&gt;
Each filled waterlily grants the amount of acorns shown under it (1/1/2/2/3).  &lt;br /&gt;
&lt;br /&gt;
=== 3 Marshmallows (equal) ===&lt;br /&gt;
You can write any dice value in the first spot of each marshmallow skewer. The rest of the marshmallows in that skewer needs to be filled with the same value. You can start with any skewer and don&#039;t have finish one before starting the other.&lt;br /&gt;
&lt;br /&gt;
Skewers grant 3 or 5 acorns.&lt;br /&gt;
&lt;br /&gt;
=== 4 Hot Chocolate Mugs (unique) ===&lt;br /&gt;
Each hot chocolate mug can be filled once with its corresponding value.&lt;br /&gt;
&lt;br /&gt;
Each mug grants 1 acorn (except for the 4th mug which grants 2 acorns).&lt;br /&gt;
&lt;br /&gt;
=== 5 Fox Burrows (pyramid) ===&lt;br /&gt;
You can start to fill the pyramid with any burrow on the lower row. Spots on the middle and top row only become available if both spots underneath them have been filled. You can&#039;t use the same value on adjacent burrows.&lt;br /&gt;
&lt;br /&gt;
Burrows from the lower rows grant 1 acorn each, 2 acorns each for the middle row and 4 acorns for the topmost burrow.&lt;br /&gt;
&lt;br /&gt;
=== 6 Mushrooms (sequence) ===&lt;br /&gt;
You have to fill the mushrooms in order (top left to bottom right in clockwise order). Each new dice value must be either +1 or -1 from the previous value (jumping between 1 and 6 is also allowed).&lt;br /&gt;
&lt;br /&gt;
Each filled mushroom grants the amount of acorns shown under it (1/2/2/2/3). &lt;br /&gt;
&lt;br /&gt;
== Leaf Row (round counter) ==&lt;br /&gt;
Each round, you&#039;ll add your leftover dice value to the previous value in the leaf row (starting from 0 in the first round). Leaves are filled from left to right.&lt;br /&gt;
&lt;br /&gt;
If your new total is equal to one of the values of the left column (11/21/31/41/51/61), you get the corresponding bonus, either acorns or a wild X.&lt;br /&gt;
&lt;br /&gt;
X can be used as a wild value in any valid spot in one of the 6 areas, granting the acorns as if you had filled the spot as usual. If used on a mushroom, the next mushroom can be filled with any value.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
If someone reaches a value of 61 or more in the leaf row, the game ends after this round. Alternatively, the game ends after the 20th round.&lt;br /&gt;
&lt;br /&gt;
Earned acorns are then tallied per area (including the bonus for first) and adding the bonus acorns from the leaf row, if you got any.&lt;/div&gt;</summary>
		<author><name>Pratchettfan</name></author>
	</entry>
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