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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RicardoRix</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-27T01:38:10Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_martianchess&amp;diff=29441</id>
		<title>Tips martianchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_martianchess&amp;diff=29441"/>
		<updated>2026-04-17T08:38:55Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: Created page with &amp;quot;== STRATEGY TIPS ==   === BEWARE THE DOUBLE WHAMMY ===  Whenever you capture a piece, make sure the piece you moved isn’t in a position where it can immediately capture one of your own remaining pieces (unless you’re happy enough making an exchange...).  === EYES ON THE PRIZE ===  Keep in mind that the goal is points, not position. This is particularly vital in a four-player game, when two people can use the Double Whammy on each other to quickly trade pieces for  po...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== STRATEGY TIPS ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BEWARE THE DOUBLE WHAMMY ===&lt;br /&gt;
&lt;br /&gt;
Whenever you capture a piece, make sure the&lt;br /&gt;
piece you moved isn’t in a position where it can&lt;br /&gt;
immediately capture one of your own remaining&lt;br /&gt;
pieces (unless you’re happy enough making an&lt;br /&gt;
exchange...).&lt;br /&gt;
&lt;br /&gt;
=== EYES ON THE PRIZE ===&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the goal is points, not position.&lt;br /&gt;
This is particularly vital in a four-player game,&lt;br /&gt;
when two people can use the Double Whammy&lt;br /&gt;
on each other to quickly trade pieces for &lt;br /&gt;
points.&lt;br /&gt;
&lt;br /&gt;
=== RUN FOR THE BORDER ===&lt;br /&gt;
  &lt;br /&gt;
If you’re ahead on points and low on pieces, try&lt;br /&gt;
to end the game quickly by pushing your last few&lt;br /&gt;
pieces across a canal.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpworldwarfive&amp;diff=29295</id>
		<title>Gamehelpworldwarfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpworldwarfive&amp;diff=29295"/>
		<updated>2026-04-07T10:15:25Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: Created page with &amp;quot;=== OVERVIEW: === World War 5 is a world-conquest board game. We can’t tell you what happened during World Wars 3 or 4, but at this point the earth is neatly divided into six nation states, each filling up their continent, with everyone perfectly connected to every other nation-state in equal and completely balanced ways. So the international stage  is set for a world conquest board game that is both fast and fair.  === GOAL: === Conquer another continent while maintai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW: ===&lt;br /&gt;
World War 5 is a world-conquest board game. We can’t tell you what happened during World Wars 3 or 4, but at this point the earth is neatly divided into six nation&lt;br /&gt;
states, each filling up their continent, with everyone perfectly connected to every other nation-state in equal and completely balanced ways. So the international stage &lt;br /&gt;
is set for a world conquest board game that is both fast and fair.&lt;br /&gt;
&lt;br /&gt;
=== GOAL: ===&lt;br /&gt;
Conquer another continent while maintaining a base in &lt;br /&gt;
your own. You are eliminated from the game if there are &lt;br /&gt;
zero pieces of your color on your continent.&lt;br /&gt;
&lt;br /&gt;
=== SETUP: ===&lt;br /&gt;
Each player chooses a home continent and receives the pyramids of the color most similar to the colors of their continent. Each player then places three of their pyramids, one of each size, onto the three territories of their continent. (Only one piece may ever occupy a territory.) The starting pieces are placed in turn order, with all players taking turns placing their smalls, then adding their mediums, and finally their large pyramids. &lt;br /&gt;
&lt;br /&gt;
=== ACTIONS (HOW TO PLAY): ===&lt;br /&gt;
Perform one of these actions during each turn:&lt;br /&gt;
&lt;br /&gt;
==== GROW: ====&lt;br /&gt;
Increase the size of one of your pyramids by &lt;br /&gt;
replacing it with the next larger size, if one is available. &lt;br /&gt;
You can only grow a piece on your own continent.&lt;br /&gt;
==== BUILD: ====&lt;br /&gt;
Place a small piece of your color (if available) &lt;br /&gt;
into an empty territory on your own continent.&lt;br /&gt;
==== MOVE: ====&lt;br /&gt;
Transfer one of your units to an empty territory &lt;br /&gt;
that it is connected to.&lt;br /&gt;
==== INVADE: ====&lt;br /&gt;
Attempt to enter a connected enemy-held &lt;br /&gt;
territory by using combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== COMBAT RULES ===&lt;br /&gt;
A territory can never contain more than one piece. To &lt;br /&gt;
move into an occupied territory, you must push the &lt;br /&gt;
enemy out. (You cannot push your own pieces.) Attacks &lt;br /&gt;
are resolved as follows:&lt;br /&gt;
&lt;br /&gt;
• Begin by placing the piece you are attacking with on its &lt;br /&gt;
side, pointing at the territory you seek to move into.&lt;br /&gt;
• Battles are resolved with the two players rolling dice. &lt;br /&gt;
The number of dice you roll is the same as the number &lt;br /&gt;
of pips on your piece. (If your piece is Large, you roll &lt;br /&gt;
three dice, if it’s Medium, you roll two, and if you only &lt;br /&gt;
have a Small, you only roll one die.)&lt;br /&gt;
&lt;br /&gt;
• If the attacker fails to get a better total dice roll than the &lt;br /&gt;
defender, the battle ends and no pieces are moved. Ties &lt;br /&gt;
go to the defender.&lt;br /&gt;
&lt;br /&gt;
• If the attacker wins, the loser must retreat into an &lt;br /&gt;
empty, adjoining territory of their choice, while the &lt;br /&gt;
winner&#039;s piece is moved into the disputed zone.&lt;br /&gt;
&lt;br /&gt;
• You cannot retreat into the space the attacker is  &lt;br /&gt;
coming from.&lt;br /&gt;
&lt;br /&gt;
• If (and only if) there is no available territory for the &lt;br /&gt;
loser to retreat to, then their piece is reduced in size  &lt;br /&gt;
by one&lt;br /&gt;
&lt;br /&gt;
• If a piece must shrink but there&#039;s no piece available of &lt;br /&gt;
the size needed, the piece shrinks to the next smallest &lt;br /&gt;
size. Smalls are removed from the board, allowing the &lt;br /&gt;
attacker to move in.&lt;br /&gt;
&lt;br /&gt;
• If a player is eliminated because they have no pieces &lt;br /&gt;
left in their home territory, all pieces of that color are &lt;br /&gt;
immediately removed from the board.&lt;br /&gt;
&lt;br /&gt;
• After resolving combat, stand your piece up. &lt;br /&gt;
&lt;br /&gt;
• The defender chooses where they retreat to.&lt;br /&gt;
&lt;br /&gt;
=== HOW TO WIN ===&lt;br /&gt;
You win if all three territories in another colored continent are occupied by pieces of your color — provided you also have at least one piece of your color in your home &lt;br /&gt;
continent. If two players happen to meet the victory condition at the same time, then the active player wins. &lt;br /&gt;
You also win if all other players are eliminated.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpproteus&amp;diff=28759</id>
		<title>Gamehelpproteus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpproteus&amp;diff=28759"/>
		<updated>2026-03-04T18:25:35Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: pieces to pawns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;***Background*** In ancient Greek mythology there was a sea god named Proteus. His most notable characteristic was that he could change his shape at will, from a man to a fish, a whale, a bird, or anything else. This most useful skill against opponents gave rise to the expression of being in a &amp;quot;Protean struggle.&amp;quot; The Proteus game set is so named because the game can change its form — not its physical form, but rather the game rules themselves. &lt;br /&gt;
&lt;br /&gt;
How to play PROTEUS®&lt;br /&gt;
&lt;br /&gt;
    Players:     Two.&lt;br /&gt;
    Object:     Attain the Goal in effect at the end of the turn.&lt;br /&gt;
    Equipment:     The Proteus board; 3 pawns per player; 9 engraved tiles. &lt;br /&gt;
&lt;br /&gt;
The rule tiles:&lt;br /&gt;
&lt;br /&gt;
The 9 tiles have markings on their face only. The backs are blank. There are 3 tiles in each of three colors. During the game, only one tile of each color may be face up (active) at a time. Here&#039;s what the inscriptions mean:&lt;br /&gt;
&lt;br /&gt;
MOVE (maroon tiles)&lt;br /&gt;
Proteus pawns move like certain chess figures, with these exceptions: — a pawn, except when moving as a king, may leap over another pawn if there is an empty space on the other side of the pawn being jumped over; there is no capturing. Active MOVE rules apply equally to all pawns. Only one pawn allowed per space.&lt;br /&gt;
&lt;br /&gt;
    KING — moves like a chess king, one space in any direction.&lt;br /&gt;
    ROOK — moves like a chess rook, any distance in the same row or column (horizontal or vertical).&lt;br /&gt;
    BISHOP/KNIGHT — moves to any empty space not in the same row or column. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TRADE (turquoise tiles)&lt;br /&gt;
Two tiles may exchange places. Their relative positions don’t matter, nor whether they are face-up or face-down. Pawns, if any occupy them, stay put to await the new tile. Only one tile allowed per space. There are 27 different tile pair combinations for each of these:&lt;br /&gt;
&lt;br /&gt;
    POLARITY — both tiles to be traded must contain pawns, and the pawns must belong to opposing players. The symbols on the pawns don&#039;t matter.&lt;br /&gt;
    COLOR — both tiles to be traded must be the same color. The color doesn&#039;t matter, and they need not be occupied.&lt;br /&gt;
    SHAPE — both tiles to be traded must be the same shape. The shape doesn&#039;t matter, and they need not be occupied. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GOAL (gold tiles)&lt;br /&gt;
These tiles represent the three different ways a game can be won. The first method is just like Tic-Tac-Toe. The other two methods require that a player&#039;s 3 pawns occupy similar tiles, regardless of their relative positions on the board.&lt;br /&gt;
&lt;br /&gt;
    3-IN-LINE — The winning player&#039;s three pawns must be in a straight line, horizontally, vertically, or diagonally.&lt;br /&gt;
    COLOR — the player&#039;s three pawns must occupy tiles of a single color; symbols on pawns need not match the tiles.&lt;br /&gt;
    SHAPE — the player&#039;s three pawns must occupy tiles of the same shape. &lt;br /&gt;
&lt;br /&gt;
Placement Phase&lt;br /&gt;
&lt;br /&gt;
The board begins empty, with the 9 tiles spread around for easy selection in a common pool. Black places first.&lt;br /&gt;
&lt;br /&gt;
Players take turns placing any of the tiles from the pool face-down onto any empty space of the board, or placing one of their own pawns onto any space already occupied by a vacant tile (never onto an empty space). Once placed, no pawn or tile can be moved during this phase of the game.&lt;br /&gt;
&lt;br /&gt;
When a pawn and a tile of the same shape come together, that tile is turned face-up and becomes active. Its rule will stay in effect until another tile of the same color is activated.&lt;br /&gt;
&lt;br /&gt;
During the 15 turns of the placement phase, one and only one tile of each color must be activated. They may be activated in any order and by either player. Once a tile is activated, no other tile of the same color can accept a pawn of matching shape until after all tiles and pawns have been placed.&lt;br /&gt;
&lt;br /&gt;
Plan ahead:  it may happen that only one player can activate a tile and therefore must do so. For example, if two of the three tiles of a color are already occupied by non-matching pawns, only the third tile is still open for activation. If only one player has a pawn of the requisite shape to activate that tile, that is a mandatory placement for that player.&lt;br /&gt;
&lt;br /&gt;
Movement Phase&lt;br /&gt;
&lt;br /&gt;
The movement phase begins when all the pawns and tiles are on the board and three tiles of different colors are active (provided the game was not already won during the placement phase).&lt;br /&gt;
&lt;br /&gt;
Players take turns moving any one of their own pawns to a vacant tile (according to the active Move rule), or exchanging two tiles (according to the active Trade rule).&lt;br /&gt;
&lt;br /&gt;
When, through a move or trade, a pawn and tile of the same shape are brought together, that tile becomes activated. It is turned face-up, and the previously active tile of the same color is turned face-down. The new rule is now in effect for both players. If a trade of two inactive tiles of the same color produces two matches, they cancel each other and the previously active tile stays in effect.&lt;br /&gt;
&lt;br /&gt;
The first player to satisfy the Goal active at the end of that turn is the winner. If both players simultaneously meet the goal, neither wins and the game continues until there is a clear winner.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=28094</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=28094"/>
		<updated>2026-01-15T18:19:36Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Rules to Remember */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
* Round phase order: 1.Income, 2.Gaia (move any gaia tokens to area/bowl 1), 3.Actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount he is willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical &#039;&#039;&#039;automatic&#039;&#039;&#039; auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has his highest maximum bid (i.e. the faction they wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, he&#039;ll automatically bid zero on the faction no one has picked yet. If he had placed a higher bid on the same faction as player 1, he would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to his maximum bid. He&#039;ll automatically bid one higher on the faction with the greatest difference between his maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a game log auction example for a 3 player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In summary&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
PLAYER_A  wins IVITS for 11, their maximum bid was 27 for IVITS, &lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins AMBAS for 6, their maximum bid was 10 for IVITS, 8 for AMBAS.&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins TERRANS for 0, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;some notable example lines from the log are:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS, because 9&amp;gt;7 : AMBAS:8--1= &#039;&#039;&#039;9&#039;&#039;&#039; &amp;gt; IVITS:10-3=&#039;&#039;&#039;7&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;code&amp;gt;explanation: AMBAS: 8(PlayerB max bid for Ambas) - -1(current bid for Ambas) = 9 &amp;gt; IVITS: 10(PlayerB max bid for Ivits) - 3 (current bid for Ivits) =11&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS, because 12&amp;gt;11 : AMBAS:12-0=&#039;&#039;&#039;12&#039;&#039;&#039; &amp;gt; IVITS:16-5=&#039;&#039;&#039;11&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;small&amp;gt;explanation: AMBAS: 12(PlayerC max bid for Ambas) - 0(current bid for Ambas) = 12 &amp;gt; IVITS: 16(PlayerC max bid for Ivits) - 5 (current bid for Ivits) =11&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Actual Log:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will automatically bid on the faction with the greatest gap between its current bid and the player&#039;s maximum bid&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B&#039;s max bid of 10.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A wins the auction for [IVITS], spending [VP11]&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins the auction for [TERRANS], spending [VP0]&lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins the auction for [AMBAS], spending [VP6]&lt;br /&gt;
&lt;br /&gt;
All players receive [VP11] to ensure every player starts with at least 10 VP&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=27673</id>
		<title>Gamehelpfiftyfirststate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfiftyfirststate&amp;diff=27673"/>
		<updated>2025-12-14T13:41:40Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Develop a location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Play cards to your area in order to earn points. When a player has 25 victory points (VPs), the current round finishes and then whoever has the most VPs (including end game scoring) wins!&lt;br /&gt;
&lt;br /&gt;
===Round===&lt;br /&gt;
&lt;br /&gt;
The round is split into five phases, each of which is completed by every player before moving to the next, the phases are:&lt;br /&gt;
&lt;br /&gt;
# 1. Lookout phase&lt;br /&gt;
# 2. Production phase&lt;br /&gt;
# 3. Action phase&lt;br /&gt;
# 4. Check for game end&lt;br /&gt;
# 5. Cleanup phase&lt;br /&gt;
&lt;br /&gt;
===1. Lookout Phase===&lt;br /&gt;
&lt;br /&gt;
First, reveal n+1 cards, where n is the number of players (e.g. 4 cards in a 3-player game). Then:&lt;br /&gt;
&lt;br /&gt;
* • Players take turns taking a new card in clockwise order.&lt;br /&gt;
* • After each player has taken 1 card, discard remaining cards.&lt;br /&gt;
&lt;br /&gt;
Then draw n+1 cards again, and:&lt;br /&gt;
* • Starting with the last player and proceeding counter-clockwise, each player takes a card.&lt;br /&gt;
* • After each player has taken 1 card again, discard the remaining cards.&lt;br /&gt;
&lt;br /&gt;
===2. Production Phase===&lt;br /&gt;
&lt;br /&gt;
# First, gain resources according to your faction board. Usually this includes 3 workers {{meeple|black|3}}, 1 resource ⚙️/💳/🔫/⛽, 1 connection token {{blackCylinder|&amp;gt;}}, and 1 card {{cardBack}}.&lt;br /&gt;
# Second, each deal provides the good depicted on the card.&lt;br /&gt;
# Third, each production location produces goods (including open production cards).&lt;br /&gt;
&lt;br /&gt;
===3. Action Phase===&lt;br /&gt;
&lt;br /&gt;
In clockwise order, &#039;&#039;&#039;each player takes a single action or passes&#039;&#039;&#039; until all players pass.&lt;br /&gt;
&lt;br /&gt;
If you pass then:&lt;br /&gt;
* • you cannot take additional actions&lt;br /&gt;
* • your locations cannot be razed or interacted with in any other way, e.g., use open production locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actions are:&lt;br /&gt;
&lt;br /&gt;
==== Construct a location ====&lt;br /&gt;
Build a location by spending the number of grey connection tokens {{greyCylinder|&amp;gt;}} equal to the card&#039;s Distance value. Earn any building bonuses and if building a production location (including open production locations), take the goods from the supply.&lt;br /&gt;
&lt;br /&gt;
==== Develop a location ====&lt;br /&gt;
Build a location on top of an existing location by spending a brick and removing the old location. You earn 1 VP after developing. The new location must have at least 1 matching symbol with the old location. Ruins (and cards without icons like Radioactive Colony) can be built over with any type. Earn any building bonuses and if building a production location (including open production locations), take the goods from the supply. Any resources or tokens that were on the old card (if they were in &amp;quot;storage&amp;quot;) are kept. &lt;br /&gt;
&lt;br /&gt;
==== Make a deal ====&lt;br /&gt;
Spend the number of blue connection tokens {{blueCylinder|&amp;gt;}} equal to the card&#039;s Distance value, and then turn the card upside down to show its Deal value.&lt;br /&gt;
&lt;br /&gt;
==== Raze location from your hand ====&lt;br /&gt;
Discard a card and spend the number of red connection tokens {{redCylinder|&amp;gt;}} equal to the card&#039;s Distance value. Take the goods shown in the spoils field.&lt;br /&gt;
&lt;br /&gt;
==== Raze opponent&#039;s location ====&lt;br /&gt;
Spend the number of red connection tokens {{redCylinder|&amp;gt;}} equal to the location&#039;s Defense value (3 for Production, 4 for Feature, 5 for Action). Take the goods shown in the spoils field. The location&#039;s owner takes the good in the Deal field and turns the location upside down to indicate that the location is now a Ruin.&lt;br /&gt;
&lt;br /&gt;
==== Use an action from a location ====&lt;br /&gt;
Spend the goods to perform the card action and keep the goods on the card to remember you used it this round, as each action can only be used once per round.&lt;br /&gt;
&lt;br /&gt;
==== Use an action from your faction board ====&lt;br /&gt;
Spend the goods to perform the faction action and keep the goods on the faction board to remember you used it this round, as each action can only be used once per round.&lt;br /&gt;
&lt;br /&gt;
==== Use another player&#039;s open production location ====&lt;br /&gt;
Spend a worker to earn the good on the opponent&#039;s open production location. The opponent takes a worker from the supply. You cannot send a worker to your own open production location. Each open production location can only be used once per round.&lt;br /&gt;
&lt;br /&gt;
==== Take a connection card ====&lt;br /&gt;
Spend 2 workers to take a face-up connection card.&lt;br /&gt;
&lt;br /&gt;
==== Play a connection card ====&lt;br /&gt;
Play a connection card and earn the goods on it.&lt;br /&gt;
&lt;br /&gt;
==== Place a shield token on a location (free action) ====&lt;br /&gt;
Place a shield token on a location to increase its defense value by 1. Each location can only have 1 shield token.&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
Pass for the round and do not take any more actions.&lt;br /&gt;
&lt;br /&gt;
===4. Check for Game End===&lt;br /&gt;
&lt;br /&gt;
If one player has 25 VPs or more, do not go to the Cleanup Phase, and instead calculate the final score for each player.&lt;br /&gt;
&lt;br /&gt;
===5. Cleanup Phase===&lt;br /&gt;
&lt;br /&gt;
* • You can use the storage ability on any locations to save goods. All other goods (resources, workers, contact tokens, shields) in your personal supply and on your cards are returned to the general supply.&lt;br /&gt;
* • Beside stored goods, you can only keep cards in between rounds.&lt;br /&gt;
* • Discard all face-up connection cards.&lt;br /&gt;
* • Pass the first player token to the left and start a new round.&lt;br /&gt;
&lt;br /&gt;
===End Game Scoring===&lt;br /&gt;
&lt;br /&gt;
Each player adds 1 VP per location (but 0 VP per Ruin) to their current score.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, use the following tie breakers in order: &lt;br /&gt;
*• The player with the most total goods&lt;br /&gt;
*• The player with the most locations&lt;br /&gt;
*• If still tied, share the victory&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpharmonies&amp;diff=27441</id>
		<title>Gamehelpharmonies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpharmonies&amp;diff=27441"/>
		<updated>2025-11-27T22:08:00Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Landscape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Your goal is to earn the most points by building landscapes and habitats for Animals. Which landscapes and habitats are built using colored tokens in certain arrangements. The more arrangements you have, the more points you can earn. &lt;br /&gt;
&lt;br /&gt;
Tokens can be one of five colors. There are 23 blue tokens (representing water), 23 grey tokens (representing mountains), 21 brown tokens (representing woody trees), 19 green tokens (representing foliage or treetops), 19 yellow tokens (representing fields) and 15 red tokens (representing buildings).&lt;br /&gt;
&lt;br /&gt;
Animals are represented by Animal cards. Each Animal card indicates the habitat pattern you must form within your landscape. &lt;br /&gt;
&lt;br /&gt;
Nature&#039;s Spirit Cards can be added to the game and provide additional scoring conditions. When integrated into the game, choose between 2 randomly dealt spirit cards before taking your first turn. Refer to the rule indicated on the card to determine its value in points.&lt;br /&gt;
&lt;br /&gt;
== Turns == &lt;br /&gt;
&lt;br /&gt;
There are 3 possible actions to take. One is mandatory, two are optional. They can be done in any order. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandatory action - Take and place tokens:&#039;&#039;&#039; Choose one set of 3 tokens (out of 5 sets). Place each of the 3 tokens on your board according to the following requirements: &lt;br /&gt;
&lt;br /&gt;
- The token cannot be placed underneath another token. &lt;br /&gt;
&lt;br /&gt;
- The token cannot be placed on top of a spirit cube. &lt;br /&gt;
&lt;br /&gt;
- The token must be either on an empty space or on top of 1-2 previously placed tokens (see diagram). &lt;br /&gt;
&lt;br /&gt;
[[File:Harmonies.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional action - Take an Animal card:&#039;&#039;&#039; The card will be placed in one of 4 available slots. You can only take 1 card per turn.  &lt;br /&gt;
&lt;br /&gt;
Each card displays the pattern/arrangement to make to score points, the spirit cubes to earn for making the pattern, and the number of points you can earn for each spirit cube. When all the cubes are used, the card is discarded and you can take a new one.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional action - Place an Animal cube&#039;&#039;&#039;. If you have placed a valid pattern on your board, you can place a spirit cube where indicated on its Animal card. &lt;br /&gt;
&lt;br /&gt;
At the end of a turn, the central board of tokens is refilled and the Animal cards are replaced so there are 5. &lt;br /&gt;
&lt;br /&gt;
== End of Game == &lt;br /&gt;
&lt;br /&gt;
The game ends when either A) there are no tokens left to refill the central board or B) a player has 2 or fewer empty spaces on their board. At that point, the round ends so that all players have completed the same number of turns. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Animal Cards ====&lt;br /&gt;
Each player scores points according to the number of points indicated in the topmost space without an Animal cube. A card with all its cubes scores 0.&lt;br /&gt;
&lt;br /&gt;
==== Landscape ====&lt;br /&gt;
Each player scores points according to the standard patterns for certain landscape features (colors).&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Formation&lt;br /&gt;
!Scoring&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#6e790f;color:#fff&amp;quot; | Tree&lt;br /&gt;
|1 green token placed on top of 0/1/2 brown tokens&lt;br /&gt;
|The scores corresponding are 1/3/7 pts.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#858983;color:#fff&amp;quot; | Mountain&lt;br /&gt;
|A stack made of 1/2/3 gray tokens&lt;br /&gt;
|Only mountains adjacent to other mountains score: each mountain scores 1/3/7 pts&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#deae09;color:#fff&amp;quot; | Field&lt;br /&gt;
|2+ yellow tokens&lt;br /&gt;
|Each 2+ contiguous yellow tokens group you get 5 pts.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#b82521;color:#fff&amp;quot; | Building&lt;br /&gt;
|1 red token on top of a red, brown, or gray token&lt;br /&gt;
|Each Building scores 5 pts if surrounded by at least 3 tokens of different colors (only consider the top of each adjacent place).&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#197984;color:#fff&amp;quot; | Water &#039;&#039;(Side A)&#039;&#039;&lt;br /&gt;
|Blue tokens&lt;br /&gt;
|Score for your longest continuous chain of blue tokens. Choose any two blue tokens and count how many blue tokens connect them by the &#039;&#039;&#039;shortest&#039;&#039;&#039; path (inclusive of the two selected tokens at both ends of the chain). Score 2/5/8/11/15 pts for a chain of 2/3/4/5/6 blue tokens + 4 pts for every additional token in the chain.&lt;br /&gt;
Making &#039;&#039;&#039;loops&#039;&#039;&#039; is not recommended since according to this shortest rule your river length will be only half of its tokens +1.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#197984;color:#fff&amp;quot; | Water &#039;&#039;(Side B)&#039;&#039;&lt;br /&gt;
|Areas divided by blue tokens&lt;br /&gt;
|Each island that is separated from each other by blue tokens gives you 5 pts. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spirit Cards ==&lt;br /&gt;
If playing with Spirit cards, the following changes to the game are made.&lt;br /&gt;
&lt;br /&gt;
Each player chooses 1 of 2 Spirit cards. This card counts toward your 4-card limit and is given a Nature&#039;s Spirit cube. These follow the same rules as Animal cards, but have different requirements, such as points for the number of landscapes or groups of connected landscapes of a certain pattern.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, points are scored for Spirit cards just like Animal cards.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Studio_Migration_Guide&amp;diff=27315</id>
		<title>BGA Studio Migration Guide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Studio_Migration_Guide&amp;diff=27315"/>
		<updated>2025-11-14T09:24:11Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Deprecated APP_* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is only for people who started long time ago and now need to re-write older projects into more modern versions.&lt;br /&gt;
Also if you trying to fix older game you may have to look here.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
See announcement here https://studio.boardgamearena.com/forum/viewtopic.php?f=12&amp;amp;t=45248&lt;br /&gt;
&lt;br /&gt;
📌 This symbol: direct information about migration&lt;br /&gt;
== Structural changes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;gameoptions.inc.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; gameoptions.json, gamepreferences.json&lt;br /&gt;
&lt;br /&gt;
Previously, options and preferences were specified in a single gameoptions.inc.php file.&lt;br /&gt;
&lt;br /&gt;
Now options and preferences are 2 json files, follow Migration steps on this page  https://en.doc.boardgamearena.com/Options_and_preferences:_gameoptions.json,_gamepreferences.json#Migration&lt;br /&gt;
&lt;br /&gt;
See [[#User preferences]] and [[#Game options]] for API changes.&lt;br /&gt;
&lt;br /&gt;
When building the game with this file you will see deprecation warning: The file gameoptions.inc.php is deprecated. click &amp;quot;Reload game options configuration&amp;quot; to generate the JSON content you can then put on a gameoptions.json and gamepreferences.json file. Then you can safely delete the gameoptions.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.game.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; modules/php/Game.php&lt;br /&gt;
&lt;br /&gt;
Move and refactor, see section [[BGA Studio Migration Guide#Namespaced game class|Namespaced game class]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.action.php =&amp;gt; remove&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See section [[BGA Studio Migration Guide#Autowire game actions|Autowire game actions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.view.php, &amp;lt;gamename&amp;gt;_&amp;lt;gamename&amp;gt;.tpl&#039;&#039;&#039;&#039;&#039; =&amp;gt; remove&lt;br /&gt;
&lt;br /&gt;
See section [[BGA Studio Migration Guide#Removal of view and template|Removal of view and template]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gameinfos.inc.php&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
File still there. Deprecated keys &#039;&#039;&#039;designer&#039;&#039;&#039;, &#039;&#039;&#039;artist&#039;&#039;&#039;, &#039;&#039;&#039;year&#039;&#039;&#039;, &#039;&#039;&#039;presentation&#039;&#039;&#039;, &#039;&#039;&#039;tags&#039;&#039;&#039;, &#039;&#039;&#039;complexity&#039;&#039;&#039;, &#039;&#039;&#039;strategy&#039;&#039;&#039;, &#039;&#039;&#039;luck&#039;&#039;&#039;, &#039;&#039;&#039;diplomacy&#039;&#039;&#039;, &#039;&#039;&#039;is_beta&#039;&#039;&#039; are no longer in use. Please remove these keys and use the Game Metadata Manager instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;material.inc.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; optional&lt;br /&gt;
&lt;br /&gt;
See section [[#Material]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;states.inc.php&#039;&#039;&#039;&#039;&#039; =&amp;gt; modules/php/States&lt;br /&gt;
&lt;br /&gt;
See section [[#States]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;stats.inc.php&#039;&#039;&#039; =&amp;gt; stats.json&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: The file stats.inc.php is deprecated. click &amp;quot;Reload statistics configuration&amp;quot; to generate the JSON content you can then put on a stats.json file. Then you can safely delete the stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.js&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
File still there but massive API changes, see bottom sections&lt;br /&gt;
&lt;br /&gt;
==IDE Support==&lt;br /&gt;
A new _ide_helper.php file is now provided in every project dir, allowing IDE to provide syntax error highlighting for the framework functions. This file is regularly updated to match the latest framework updates.&lt;br /&gt;
&lt;br /&gt;
Same with bga-framework.d.ts for those using TypeScript.&lt;br /&gt;
&lt;br /&gt;
📌 Sync the files from the FTP dir to your local copy to benefit from it. Most of the IDE like Visual Studio Code should handle _ide_helper.php if you already followed https://en.doc.boardgamearena.com/Setting_up_BGA_Development_environment_using_VSCode&lt;br /&gt;
&lt;br /&gt;
==Game configuration ==&lt;br /&gt;
&lt;br /&gt;
===User preferences===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Access to user preferences and listener: https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#User_preferences&lt;br /&gt;
&lt;br /&gt;
📌 &lt;br /&gt;
*If you had a custom function called &amp;lt;code&amp;gt;setupPreferences()&amp;lt;/code&amp;gt; reading the &amp;lt;select&amp;gt; values, you can now use &amp;lt;code&amp;gt;onGameUserPreferenceChanged&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
*If you had a copy of the user preferences on a DB table, it&#039;s not needed anymore. Remove all support of writing to this table. Replace access to this table with&lt;br /&gt;
        $pref = $this-&amp;gt;userPreferences-&amp;gt;get($playerId, $prefCode) ?? $defaultValue;&lt;br /&gt;
*If you used $this-&amp;gt;player_preferences - replace the use with use of proper API&lt;br /&gt;
&lt;br /&gt;
====Instant cssPref on user preferences====&lt;br /&gt;
A reload is not needed anymore to apply cssPref on a user preference change.&lt;br /&gt;
&lt;br /&gt;
📌 Remove forceReload: true if it was only set to update the cssPref. The player will appreciate to not reload the whole page!&lt;br /&gt;
&lt;br /&gt;
===Game options===&lt;br /&gt;
&lt;br /&gt;
New functions to access the table options (game options) without hassle&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Options_and_preferences:_gameoptions.json,_gamepreferences.json#Game_Options&lt;br /&gt;
&lt;br /&gt;
📌 &lt;br /&gt;
*Remove declaration of game options  from &amp;quot;&amp;lt;code&amp;gt;initGameStateLabels&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
* Instead of using &amp;lt;code&amp;gt;$this-&amp;gt;getGameStateValue&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$this-&amp;gt;gamestate-&amp;gt;table_globals&amp;lt;/code&amp;gt; use&lt;br /&gt;
 $this-&amp;gt;tableOptions-&amp;gt;get(int $optionId)&lt;br /&gt;
&lt;br /&gt;
This new object can also return the Real-time/Turn-based setting: https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Reflexion_time&lt;br /&gt;
&lt;br /&gt;
==Server parts (php, sql, etc)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PHP migration===&lt;br /&gt;
&lt;br /&gt;
Oct 2025: The migration was made from PHP7.4 to PHP8.4 new syntax and functions.&lt;br /&gt;
&lt;br /&gt;
New projects are generated using the strict mode&lt;br /&gt;
&lt;br /&gt;
📌 &lt;br /&gt;
&lt;br /&gt;
*Replace all &amp;lt;code&amp;gt;self::&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;$this-&amp;gt;&amp;lt;/code&amp;gt;   - The new project template has been updated to remove this bad practice (that may be unsupported in a future PHP version)&lt;br /&gt;
&lt;br /&gt;
*Add &amp;lt;code&amp;gt;declare(strict_types=1);&amp;lt;/code&amp;gt; to all .php files and fix compiler warnings (if you use IDE it will detect it before upload).&lt;br /&gt;
&lt;br /&gt;
===Namespaced game class===&lt;br /&gt;
Game class from &#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.game.php&#039;&#039;&#039;&#039;&#039; are now namespaced (and moved to modules/php/Game.php) and can autoload other classes of the same namespace&lt;br /&gt;
&lt;br /&gt;
[[Main game logic: Game.php#Creating other classes]]&lt;br /&gt;
&lt;br /&gt;
📌 The class file should be moved to modules/php/Game.php and adopted&lt;br /&gt;
&lt;br /&gt;
(In examples below YourGameName is NOT verbatim its your game name)&lt;br /&gt;
&lt;br /&gt;
* Move YourGameName.game.php to modules/php (create this dir if does not exists)&lt;br /&gt;
* Rename to Game.php&lt;br /&gt;
* Find the place below the copyright and add&lt;br /&gt;
&lt;br /&gt;
      declare(strict_types=1);&lt;br /&gt;
      namespace Bga\Games\YourGameName;&lt;br /&gt;
&lt;br /&gt;
* Remove &lt;br /&gt;
  require_once APP_GAMEMODULE_PATH . &amp;quot;module/table/table.game.php&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
* Find you class declaration change YouGameName to Game (verbatim) and change extends&lt;br /&gt;
&lt;br /&gt;
   class Game extends \Bga\GameFramework\Table&lt;br /&gt;
&lt;br /&gt;
* All references to non-namespaced classes in this file should be defined on top of the file with &amp;quot;use&amp;quot;, for example &amp;quot;use \BgaUserException;&amp;quot; as it is this non-namespaced exception is used in the zombieTurn function.&lt;br /&gt;
&lt;br /&gt;
* All includes with relative path will need to be updated too.&lt;br /&gt;
&lt;br /&gt;
* The material.inc.php to have be moved and included directly (see below)&lt;br /&gt;
&lt;br /&gt;
Multiple functions of &amp;quot;Table&amp;quot; base class are now deprecated, see how to migrate in corresponding section&lt;br /&gt;
&lt;br /&gt;
* notifyAllPlayers&lt;br /&gt;
*notifyPlayer&lt;br /&gt;
* mysql_fetch_assoc&lt;br /&gt;
** Deprecation warning:  mysql_fetch_assoc function detected. It is deprecated, and may be removed someday. Please replace it by standard framework DB functions!&lt;br /&gt;
*Table (class access without namespace)&lt;br /&gt;
*isMutiactiveState (misspelled version)&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
===Material===&lt;br /&gt;
Material file &#039;&#039;&#039;material.inc.php&#039;&#039;&#039; is now optional. You can define all your material directly in php class. If you still like to keep it, and using namespaced Game.php you have to move it to subfolder and include directly [[Game material description: material.inc.php#Move it to modules/php]]&lt;br /&gt;
&lt;br /&gt;
=== Autowire game actions===&lt;br /&gt;
Simplify the action calls by removing  &#039;&#039;&#039;&amp;lt;gamename&amp;gt;.action.php&#039;&#039;&#039;  file&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Actions_%28autowired%29&lt;br /&gt;
&lt;br /&gt;
📌 Autowired actions needs to start with &amp;quot;act&amp;quot;, so it&#039;s risky to change them (if you change all actions names in the states.php, game, action and JS file, Real-time players will call the old name until they refresh. So, it needs to be done in two steps with duplicates on back side, or to be deployed when there is no Realt-time table running.&lt;br /&gt;
&lt;br /&gt;
When migration is done, the action.php file can be deleted.&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: Actions detected on .action.php file. You can now use [[Main game logic: Game.php#Actions (autowired)|Auto-wired actions]] to avoid pass-through functions in .action.php file. If you transform your project to use only auto-wired actions, you can then delete the .action.php file.&lt;br /&gt;
&lt;br /&gt;
=== Notifications===&lt;br /&gt;
Functions notifyAllPlayers and notifyPlayer from main game.php are deprecated&lt;br /&gt;
&lt;br /&gt;
📌 Replace &amp;lt;code&amp;gt;$this-&amp;gt;notifyAllPlayers&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;notify-&amp;gt;all&amp;lt;/code&amp;gt; &lt;br /&gt;
and Replace &amp;lt;code&amp;gt;$this-&amp;gt;notifyPlayer&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;$this-&amp;gt;notify-&amp;gt;player&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Notification Decorators====&lt;br /&gt;
New notify function that handles decorators, reducing the duplicate code on notification args.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Notification_decorators&lt;br /&gt;
&lt;br /&gt;
====Notification args consistency====&lt;br /&gt;
Previously, when you sent an arg that was transformed by format_string_recursive or bgaFormatText, the args object was mutated and you got the transformed value in the notif_ handler.&lt;br /&gt;
&lt;br /&gt;
The solution was to send the values in 2 different names like this:&lt;br /&gt;
&lt;br /&gt;
 [&lt;br /&gt;
  &#039;roundNumber&#039; =&amp;gt; $roundNumber, // number, to update the round counter&lt;br /&gt;
  &#039;round_number&#039; =&amp;gt; $roundNumber, // number that will be transformed to string by bgaFormatText, when shown in bold in the logs&lt;br /&gt;
 ]&lt;br /&gt;
📌 Do not duplicate the value, as the notif_ handler will now get unmutated args&lt;br /&gt;
&lt;br /&gt;
===Deprecated getGameName===&lt;br /&gt;
The getGameName() function is now useless in the Game PHP file and can be deleted&lt;br /&gt;
&lt;br /&gt;
📌 Delete the getGameName function in the Game PHP file.&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: getGameName function detected. It is deprecated. You can delete it, it is not used anymore&lt;br /&gt;
&lt;br /&gt;
=== Deprecated APP_* Classes ===&lt;br /&gt;
Deprecation warning:&lt;br /&gt;
&lt;br /&gt;
Reference to old APP_* class detected.&lt;br /&gt;
&lt;br /&gt;
We recommend you to use composition instead of extend:&lt;br /&gt;
&lt;br /&gt;
Pass `private Game $game` in the constructor of your object that need to access Table functions&lt;br /&gt;
&lt;br /&gt;
If it&#039;s too complicated, at least replace APP_Object/APP_GameClass by APP_DbObject as APP_Object/APP_GameClass may be removed soon and don&#039;t contain anything more than APP_DbObject.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t hesitate to ask for help in the Dev Discord or in the Dev forum if you don&#039;t know how to do it!&lt;br /&gt;
 class Tokens extends APP_GameClass {  &lt;br /&gt;
becomes:&lt;br /&gt;
 class Tokens extends \APP_DbObject { &lt;br /&gt;
&lt;br /&gt;
=== Deprecated translation functions ===&lt;br /&gt;
&lt;br /&gt;
On php side translation story is simplified&lt;br /&gt;
&lt;br /&gt;
* totranslate function is not longer needed and can be replaced with clienttranslate&lt;br /&gt;
* $this-&amp;gt;_() - can also be replaced with clienttranslate when use for non parameterized exceptions strings like &lt;br /&gt;
&lt;br /&gt;
  throw new \BgaUserException(clienttranslate(&#039;You must choose 3 cards&#039;));&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
=== Deprecated getNew ===&lt;br /&gt;
Function getNew that was only used to create new deck object is now deprecated, use $this-&amp;gt;deckFactory-&amp;gt;createDeck(&#039;&#039;) instead&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The stats function such as initStat, setStat and getStat are also deprecated in favor of access via the objects &amp;lt;code&amp;gt;$this-&amp;gt;tableStats and $this-&amp;gt;playerStats&amp;lt;/code&amp;gt;&lt;br /&gt;
See https://en.doc.boardgamearena.com/index.php?title=Main_game_logic:_Game.php#Game_statistics&lt;br /&gt;
&lt;br /&gt;
===Legacy===&lt;br /&gt;
New object to access the legacy functions, removing the need to manually decode the JSON result when getting the values.&lt;br /&gt;
&lt;br /&gt;
[[Main game logic: Game.php#Legacy games API|https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Legacy_games_API]]&lt;br /&gt;
&lt;br /&gt;
📌 Use $this-&amp;gt;legacy-&amp;gt;actionname instead of $this-&amp;gt;actionnameLegacy and remove JSON decoding on getters&lt;br /&gt;
&lt;br /&gt;
===Any Globals===&lt;br /&gt;
New database table and API to handle any type variables instead of numerical values only&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Main_game_logic:_Game.php#Use_globals&lt;br /&gt;
&lt;br /&gt;
📌 If you had custom tables just for that you can drop them and use standard table&lt;br /&gt;
&lt;br /&gt;
=== Server Counters ===&lt;br /&gt;
2 new counter classes have been added to easily handle the various counters your game might have. You also have 2 prebuilt counters: playerScore and playerScoreAux, to handle the scoring values, so you don&#039;t need to update manually the DB when setting the scores.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/PlayerCounter_and_TableCounter&lt;br /&gt;
&lt;br /&gt;
📌 Replace setting player_score/player_score_aux using db queries with use of $this-&amp;gt;playerScore and $this-&amp;gt;playerScoreAux. Remove the notifications, or part of notifications, updating the scoreCtrl counter (if you had some custom notification you may still need them).&lt;br /&gt;
===Updated Zombie Mode documentation and recommendations===&lt;br /&gt;
We now recommend making the zombie player playing randomly, instead of passing as a default. A new &amp;quot;Zombie Mode level&amp;quot; field has been added to the Game Metadata Manager, to indicated the Zombie Mode you implemented in your game.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Zombie_Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View and template files: deprecated===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;gamename&amp;gt;.view.php, &amp;lt;gamename&amp;gt;_&amp;lt;gamename&amp;gt;.tpl&#039;&#039;&#039;&#039;&#039; are now optional and are not generated anymore on a new project. The new project templates demonstrate how to work without them.&lt;br /&gt;
&lt;br /&gt;
📌 The DOM should be built on the JS side to remove the view/template files, so it can be complicated for old projects using them intensively. It would look like this:&lt;br /&gt;
 this.getGameAreaElement().insertAdjacentHTML(&#039;beforeend&#039;, `&lt;br /&gt;
   &amp;lt;nowiki&amp;gt;&amp;lt;span&amp;gt;${_(&#039;My translated text&#039;)}&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div id=&amp;quot;player-tables&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 `);&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
See more in [[#Access template elements]]&lt;br /&gt;
&lt;br /&gt;
====Forbid access to global BGA variables and direct DB access on action/view files====&lt;br /&gt;
If you did not remove action and view files, you cannot longer use some stuff in them, such $g_user global and db access functions.&lt;br /&gt;
&lt;br /&gt;
A new getCurrentPlayerId() function has been added to those action/view classes for easier migration&lt;br /&gt;
&lt;br /&gt;
📌 Replace $g_user-&amp;gt;get_id() by $this-&amp;gt; getCurrentPlayerId()&lt;br /&gt;
&lt;br /&gt;
Replace DB calls by $this-&amp;gt;game-&amp;gt;DbQuery() (and such...)&lt;br /&gt;
&lt;br /&gt;
===States===&lt;br /&gt;
There is now a way to describe each game state in a State class, that will handle all logic and description of the state. It helps splitting the code into multiple files, instead of one big Game.php file.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/State_classes:_State_directory&lt;br /&gt;
&lt;br /&gt;
📌 Create a State class for each state of the game (except 1 and 99 if they are still described in states.inc.php), move the state definition in it, and adapt the &amp;quot;st&amp;quot;, &amp;quot;arg&amp;quot;, &amp;quot;actXXX&amp;quot; and &amp;quot;zombie&amp;quot; functions in the class. When all classes are migrated, you can remove the states.inc.php file in the FTP folder.&lt;br /&gt;
&lt;br /&gt;
==== If still using states.php====&lt;br /&gt;
The new class GameStateBuilder helps you build the state machine, allowing auto-completion, and avoid typo errors on state types. Complete example: 📌 https://en.doc.boardgamearena.com/Your_game_state_machine:_states.inc.php&lt;br /&gt;
&lt;br /&gt;
States 1 and 99, that must not be changed, are now optional.&lt;br /&gt;
&lt;br /&gt;
📌 Replace the array definition by GameStateBuilder use. You can remove the declaration of states 1 and 99.&lt;br /&gt;
&lt;br /&gt;
Note: it&#039;s only useful if you don&#039;t migrate to State classes described above&lt;br /&gt;
&lt;br /&gt;
==Client parts (js, html, css) ==&lt;br /&gt;
&lt;br /&gt;
===Deprecated ajaxcall ===&lt;br /&gt;
Introduced function bgaPerformAction to replace ajaxcall and checkAction combination, with a simpler syntax:&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Actions&lt;br /&gt;
&lt;br /&gt;
Deprecation warning: The &amp;lt;code&amp;gt;ajaxcall&amp;lt;/code&amp;gt;  function is deprecated, check [[/en.doc.boardgamearena.com/Game interface logic: yourgamename.js#Actions|the]] &amp;lt;code&amp;gt;bgaPerformAction&amp;lt;/code&amp;gt; [[/en.doc.boardgamearena.com/Game interface logic: yourgamename.js#Actions|function]].&lt;br /&gt;
&lt;br /&gt;
📌 Replace combination of checkAction/ajaxcall by bgaPerformAction. Beware of the options (3rd param) if it was an ajaxcall without checkAction.&lt;br /&gt;
===Access to DOM elements ===&lt;br /&gt;
New functions getPlayerPanelElement(player_id) and this.getGameAreaElement()&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Adding_stuff_to_player%27s_panel&lt;br /&gt;
&lt;br /&gt;
📌 Code like dojo.place(html, player_board_${player.id}); would be replaced by this.getGameAreaElement().insertAdjacentHTML(&#039;beforeend&#039;, html);&lt;br /&gt;
===Notification setup===&lt;br /&gt;
Notifications can now be automatically scanned and called without needing to register them one by one. They&#039;ll handle Promises, so they end synchronously when the Promise resolves.&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Notifications&lt;br /&gt;
&lt;br /&gt;
A wait function has been added to return a Promise when a delay is passed (compatible with fast-replay mode)&lt;br /&gt;
&lt;br /&gt;
A new utility function has been added to support Promises for old Dojo animations&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Animation_Callbacks&lt;br /&gt;
&lt;br /&gt;
📌 Dojo.subscribe calls in setupNotifications must be removed if bgaSetupPromiseNotifications is used. Notif_ function should be async and return a Promise, make sure they wait for the expected amount of time if the sync setup was using a numerical duration&lt;br /&gt;
&lt;br /&gt;
If you used Dojo animation, make them Promise compatible with &amp;quot;await this.bgaPlayDojoAnimation(dojoAnim);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Status bar manipulation===&lt;br /&gt;
Function to change the title from the JS&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Title_bar&lt;br /&gt;
&lt;br /&gt;
📌 Replace direct title div manipulation with this.statusBar.setTitle(title: string, args?: object), and benefit from replacement of ${actplayer}/${you}/... (see example in the link above).&lt;br /&gt;
&lt;br /&gt;
This also includes a new function to create action buttons, that are more screen-reader compatible than the previous version. The new button parameters also allow you to set a confirm popin or an autoclick for confirmation buttons&lt;br /&gt;
&lt;br /&gt;
📌 Replace this.addActionButton by this.statusBar.addActionButton. Notice the parameters have changed, so they need to be adapted too! Remove manual setActionTimer or manual confirm with the new parameters.&lt;br /&gt;
&lt;br /&gt;
===Dojo usage===&lt;br /&gt;
Dojo usage has been reduced to minimum in the new project template and the doc, as native JS is now able to do almost the same things, with better performance and more knowledge for newcomers of the native (vanilla) JS.&lt;br /&gt;
&lt;br /&gt;
📌 Replace dojo by vanilla JS where possible&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;undefined&amp;quot; |Dojo API &lt;br /&gt;
! colspan=&amp;quot;undefined&amp;quot; |Category&lt;br /&gt;
! colspan=&amp;quot;undefined&amp;quot; |Description&lt;br /&gt;
! colspan=&amp;quot;undefined&amp;quot; |Vanilla JS Replacement&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.byId(&amp;quot;id&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |DOM Selection&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Selects a single DOM element by its ID.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;document.getElementById(&amp;quot;id&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.query(&amp;quot;selector&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |DOM Selection&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Selects a collection of DOM elements using CSS selectors.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;document.querySelectorAll(&amp;quot;selector&amp;quot;)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;document.querySelector(&amp;quot;selector&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.connect(node, &amp;quot;onclick&amp;quot;, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Event Handling&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Connects an event handler to a DOM element.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;node.addEventListener(&amp;quot;click&amp;quot;, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.disconnect(handle)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Event Handling&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Removes an event handler created with &amp;lt;code&amp;gt;dojo.connect&amp;lt;/code&amp;gt;.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;handle.remove()&amp;lt;/code&amp;gt; for event listeners, or &amp;lt;code&amp;gt;node.removeEventListener(&amp;quot;click&amp;quot;, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.place(node, parent, &amp;quot;last&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |DOM Manipulation&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Places a DOM node inside a parent node at a specific position.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;parent.appendChild(node)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.create(&amp;quot;tag&amp;quot;, props, parent)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |DOM Manipulation&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Creates a new DOM element with optional properties.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;document.createElement(&amp;quot;tag&amp;quot;)&amp;lt;/code&amp;gt;, then set properties and use &amp;lt;code&amp;gt;parent.appendChild()&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.style(node, &amp;quot;color&amp;quot;, &amp;quot;red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Styling&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Sets an inline CSS property on a DOM node.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;node.style.color = &amp;quot;red&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.hasClass(node, &amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Styling&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Checks if a DOM node has a specific CSS class.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;node.classList.contains(&amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.addClass(node, &amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Styling&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Adds a CSS class to a DOM node.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;node.classList.add(&amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.removeClass(node, &amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Styling&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Removes a CSS class from a DOM node.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;node.classList.remove(&amp;quot;className&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.forEach(array, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Array Utilities&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Iterates over an array.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;array.forEach(fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;dojo.map(array, fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Array Utilities&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |Transforms an array by applying a function to each element.&lt;br /&gt;
| colspan=&amp;quot;undefined&amp;quot; |&amp;lt;code&amp;gt;array.map(fn)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sound loading===&lt;br /&gt;
New functions load/play have been added for the sounds:&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Sounds&lt;br /&gt;
&lt;br /&gt;
📌 Replace template loading of sounds and global function playSound&lt;br /&gt;
&lt;br /&gt;
===Formatting of log message using bgaFormatText===&lt;br /&gt;
This function, if defined, will allow you to insert HTML in the logs without overriding format_string_recursive. Example: 📌https://en.doc.boardgamearena.com/BGA_Studio_Cookbook#Define_this.bgaFormatText%28%29_method&lt;br /&gt;
&lt;br /&gt;
📌 Replace the override of format_string_recursive by bgaFormatText (the last line will change)&lt;br /&gt;
&lt;br /&gt;
===Future support of dark mode===&lt;br /&gt;
BGA doesn&#039;t support dark mode yet. To have some games compatible when we do, we added a theme data tag you can use as described here:&lt;br /&gt;
&lt;br /&gt;
https://en.doc.boardgamearena.com/Game_interface_stylesheet:_yourgamename.css#Support_of_the_Dark_mode&lt;br /&gt;
&lt;br /&gt;
===Automata player panel===&lt;br /&gt;
A new framework function to add a player panel for your game automas https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js#Adding_a_player_panel_for_an_automata&lt;br /&gt;
&lt;br /&gt;
📌 Replace manually created automata player panel with this new function&lt;br /&gt;
&lt;br /&gt;
===New JS libraries===&lt;br /&gt;
New JS libraries are created to help you design your games, especially for components that you will find on numerous games. See [[Studio#BGA Studio game components reference]]&lt;br /&gt;
&lt;br /&gt;
📌 Replace manually created animation, stocks, etc with components (check the list above, don&#039;t want to duplicate it here)&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwilightimperium&amp;diff=25926</id>
		<title>Gamehelptwilightimperium</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwilightimperium&amp;diff=25926"/>
		<updated>2025-07-28T17:46:24Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== ACTION PHASE =====&lt;br /&gt;
The action phase is the main phase of the game, during which&lt;br /&gt;
players produce units, move ships, enact strategies, and interact&lt;br /&gt;
with other players.&lt;br /&gt;
During the action phase, players take turns in initiative order.&lt;br /&gt;
While a player is taking a turn, he is the active player, and&lt;br /&gt;
he can perform one action. After each player has taken a turn,&lt;br /&gt;
player turns begin again in initiative order. Initiative order&lt;br /&gt;
may repeat in this manner several times within a single action&lt;br /&gt;
phase. The action phase does not end until each player has&lt;br /&gt;
passed (see below).&lt;br /&gt;
There are three types of actions: tactical actions, strategic&lt;br /&gt;
actions, and component actions. They are described in&lt;br /&gt;
detail later.&lt;br /&gt;
If a player does not wish to perform an action during his turn,&lt;br /&gt;
he may pass. After a player passes, his turn is skipped for the&lt;br /&gt;
remainder of the action phase. A player cannot pass until he&lt;br /&gt;
has performed his strategic action, which is explained later.&lt;br /&gt;
After each player has passed, the game round continues to&lt;br /&gt;
the status phase.&lt;br /&gt;
&lt;br /&gt;
====== TACTICAL ACTION ======&lt;br /&gt;
A tactical action allows a player to move ships, initiate combat,&lt;br /&gt;
invade planets, produce units, and otherwise interact with the&lt;br /&gt;
game board. To understand a tactical action, players need to understand many&lt;br /&gt;
other game concepts, such as movement and combat. For this&lt;br /&gt;
reason, the steps of a tactical action are summarized below, but&lt;br /&gt;
are not described in detail until later.&lt;br /&gt;
&lt;br /&gt;
1. ACTIVATION: The active player must activate a system by&lt;br /&gt;
taking a command token from his tactic pool and placing it in&lt;br /&gt;
that system.&lt;br /&gt;
&lt;br /&gt;
2. MOVEMENT: The active player may move ships into a&lt;br /&gt;
system from any number of other systems. Ships can also&lt;br /&gt;
transport ground forces from one system to another.&lt;br /&gt;
&lt;br /&gt;
3. SPACE COMBAT: If multiple players have ships in the active&lt;br /&gt;
system, they resolve a space combat.&lt;br /&gt;
&lt;br /&gt;
4. INVASION: The active player may commit ground forces&lt;br /&gt;
to land on planets in the active system. If another player&lt;br /&gt;
has units on those planets, the players resolve a ground&lt;br /&gt;
combat.&lt;br /&gt;
&lt;br /&gt;
5. PRODUCTION: If the active player has a space dock in the&lt;br /&gt;
active system, he can produce units by spending resources.&lt;br /&gt;
A player might not resolve all of the above steps during every&lt;br /&gt;
tactical action. For example, a player may choose not to move&lt;br /&gt;
units during the “Movement” step but may still produce units&lt;br /&gt;
during the “Production” step.&lt;br /&gt;
&lt;br /&gt;
====== STRATEGIC ACTION ======&lt;br /&gt;
Each strategy card has both a primary ability and a&lt;br /&gt;
secondary ability.&lt;br /&gt;
When a player performs a strategic action, he resolves the&lt;br /&gt;
primary ability of his strategy card. After resolving this ability,&lt;br /&gt;
each other player may resolve the secondary ability of that&lt;br /&gt;
strategy card. The active player cannot resolve the secondary&lt;br /&gt;
ability of his own strategy card.&lt;br /&gt;
After each player has had an opportunity to resolve a strategy&lt;br /&gt;
card’s secondary ability, the active player exhausts that strategy&lt;br /&gt;
card by flipping it facedown. Players cannot resolve abilities on&lt;br /&gt;
exhausted strategy cards, but the exhausted cards’ numbers are&lt;br /&gt;
still used to determine initiative order.&lt;br /&gt;
A player cannot pass during the action phase unless his strategy&lt;br /&gt;
card is exhausted. This means that each player must perform a&lt;br /&gt;
strategic action at some point during the action phase, which&lt;br /&gt;
guarantees that each other player has an opportunity to resolve&lt;br /&gt;
the secondary ability of that strategy card. A player who has&lt;br /&gt;
passed during the action phase can still resolve the secondary&lt;br /&gt;
ability of other players’ strategy cards.&lt;br /&gt;
&lt;br /&gt;
====== COMPONENT ACTIONS ======&lt;br /&gt;
A component action is an action that is printed on a game&lt;br /&gt;
component. Many action cards, faction sheets, and even some&lt;br /&gt;
technology cards have component actions. Each of these effects&lt;br /&gt;
is preceded by the word “Action.”&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwilightimperium&amp;diff=25920</id>
		<title>Gamehelptwilightimperium</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwilightimperium&amp;diff=25920"/>
		<updated>2025-07-28T11:43:42Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: Created page with &amp;quot;ACTION PHASE The action phase is the main phase of the game, during which players produce units, move ships, enact strategies, and interact with other players. During the action phase, players take turns in initiative order. While a player is taking a turn, he is the active player, and he can perform one action. After each player has taken a turn, player turns begin again in initiative order. Initiative order may repeat in this manner several times within a single action...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ACTION PHASE&lt;br /&gt;
The action phase is the main phase of the game, during which&lt;br /&gt;
players produce units, move ships, enact strategies, and interact&lt;br /&gt;
with other players.&lt;br /&gt;
During the action phase, players take turns in initiative order.&lt;br /&gt;
While a player is taking a turn, he is the active player, and&lt;br /&gt;
he can perform one action. After each player has taken a turn,&lt;br /&gt;
player turns begin again in initiative order. Initiative order&lt;br /&gt;
may repeat in this manner several times within a single action&lt;br /&gt;
phase. The action phase does not end until each player has&lt;br /&gt;
passed (see below).&lt;br /&gt;
There are three types of actions: tactical actions, strategic&lt;br /&gt;
actions, and component actions. They are described in&lt;br /&gt;
detail later.&lt;br /&gt;
If a player does not wish to perform an action during his turn,&lt;br /&gt;
he may pass. After a player passes, his turn is skipped for the&lt;br /&gt;
remainder of the action phase. A player cannot pass until he&lt;br /&gt;
has performed his strategic action, which is explained later.&lt;br /&gt;
After each player has passed, the game round continues to&lt;br /&gt;
the status phase.&lt;br /&gt;
&lt;br /&gt;
TACTICAL ACTION&lt;br /&gt;
A tactical action allows a player to move ships, initiate combat,&lt;br /&gt;
invade planets, produce units, and otherwise interact with the&lt;br /&gt;
game board. To understand a tactical action, players need to understand many&lt;br /&gt;
other game concepts, such as movement and combat. For this&lt;br /&gt;
reason, the steps of a tactical action are summarized below, but&lt;br /&gt;
are not described in detail until later.&lt;br /&gt;
1. ACTIVATION: The active player must activate a system by&lt;br /&gt;
taking a command token from his tactic pool and placing it in&lt;br /&gt;
that system.&lt;br /&gt;
2. MOVEMENT: The active player may move ships into a&lt;br /&gt;
system from any number of other systems. Ships can also&lt;br /&gt;
transport ground forces from one system to another.&lt;br /&gt;
3. SPACE COMBAT: If multiple players have ships in the active&lt;br /&gt;
system, they resolve a space combat.&lt;br /&gt;
4. INVASION: The active player may commit ground forces&lt;br /&gt;
to land on planets in the active system. If another player&lt;br /&gt;
has units on those planets, the players resolve a ground&lt;br /&gt;
combat.&lt;br /&gt;
5. PRODUCTION: If the active player has a space dock in the&lt;br /&gt;
active system, he can produce units by spending resources.&lt;br /&gt;
A player might not resolve all of the above steps during every&lt;br /&gt;
tactical action. For example, a player may choose not to move&lt;br /&gt;
units during the “Movement” step but may still produce units&lt;br /&gt;
during the “Production” step.&lt;br /&gt;
&lt;br /&gt;
STRATEGIC ACTION&lt;br /&gt;
Each strategy card has both a primary ability and a&lt;br /&gt;
secondary ability.&lt;br /&gt;
When a player performs a strategic action, he resolves the&lt;br /&gt;
primary ability of his strategy card. After resolving this ability,&lt;br /&gt;
each other player may resolve the secondary ability of that&lt;br /&gt;
strategy card. The active player cannot resolve the secondary&lt;br /&gt;
ability of his own strategy card.&lt;br /&gt;
After each player has had an opportunity to resolve a strategy&lt;br /&gt;
card’s secondary ability, the active player exhausts that strategy&lt;br /&gt;
card by flipping it facedown. Players cannot resolve abilities on&lt;br /&gt;
exhausted strategy cards, but the exhausted cards’ numbers are&lt;br /&gt;
still used to determine initiative order.&lt;br /&gt;
A player cannot pass during the action phase unless his strategy&lt;br /&gt;
card is exhausted. This means that each player must perform a&lt;br /&gt;
strategic action at some point during the action phase, which&lt;br /&gt;
guarantees that each other player has an opportunity to resolve&lt;br /&gt;
the secondary ability of that strategy card. A player who has&lt;br /&gt;
passed during the action phase can still resolve the secondary&lt;br /&gt;
ability of other players’ strategy cards.&lt;br /&gt;
&lt;br /&gt;
COMPONENT ACTIONS&lt;br /&gt;
A component action is an action that is printed on a game&lt;br /&gt;
component. Many action cards, faction sheets, and even some&lt;br /&gt;
technology cards have component actions. Each of these effects&lt;br /&gt;
is preceded by the word “Action.”&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsuperfantasybrawl&amp;diff=24375</id>
		<title>Gamehelpsuperfantasybrawl</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsuperfantasybrawl&amp;diff=24375"/>
		<updated>2025-03-14T14:10:41Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Keywords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== WINNING THE GAME === &lt;br /&gt;
The first Player to reach 5 VP immediately wins&lt;br /&gt;
the game.&lt;br /&gt;
&lt;br /&gt;
=== BASIC CONCEPTS ===&lt;br /&gt;
==== The First Rule ====&lt;br /&gt;
If the effect of a card directly conflicts with one or&lt;br /&gt;
more rules in this document, the text on the card&lt;br /&gt;
takes precedence.&lt;br /&gt;
==== Enemies and Allies ==== &lt;br /&gt;
Miniatures represent great warriors from Fabulosa’s&lt;br /&gt;
turbulent history, and are referred to as Champions.&lt;br /&gt;
Champions under your opponent’s control are&lt;br /&gt;
referred to as Enemies. Your own Champions are&lt;br /&gt;
called Allies. Note that when a Champion’s card&lt;br /&gt;
effect refers to Allies or an Ally, it does not include&lt;br /&gt;
the Champion to whom the card belongs.&lt;br /&gt;
==== Objective of the Game ==== &lt;br /&gt;
Victory Points (VPs) represent the favour of the&lt;br /&gt;
crowd, that will decide the victor in the Brawl. The&lt;br /&gt;
first player to score 5 VPs wins immediately. This is&lt;br /&gt;
done by taking Enemy Champions out of action, and&lt;br /&gt;
by completing challenges on the Challenge Track.&lt;br /&gt;
==== The Three Cores of Magic ==== &lt;br /&gt;
All magic, and indeed all energy in Fabulosa, is&lt;br /&gt;
intrinsically tied to one of the three Cores of Magic:&lt;br /&gt;
Destruction (red), Creation (yellow), or Manipulation&lt;br /&gt;
(blue). Whenever a player uses any type of Action,&lt;br /&gt;
they exhaust (flip over) their connection to one of&lt;br /&gt;
these Cores, and must wait until the end of their turn&lt;br /&gt;
until they are ready to be used again.&lt;br /&gt;
&lt;br /&gt;
==== Towards and Away ==== &lt;br /&gt;
When an effect instructs a Champion to move&lt;br /&gt;
towards a game element, the moving Champion&lt;br /&gt;
must end its move with fewer hexes between it and&lt;br /&gt;
the game element it is moving towards than it did&lt;br /&gt;
before starting the move, if possible. If this is not&lt;br /&gt;
possible, the Champion will not move.&lt;br /&gt;
When an effect instructs a Champion to move away&lt;br /&gt;
from a game element, the moving Champion must end&lt;br /&gt;
its move with more hexes between it and the game&lt;br /&gt;
element it is moving away from than they were before&lt;br /&gt;
starting the move. If this is not possible, the Champion&lt;br /&gt;
will not move.&lt;br /&gt;
==== Strength and Damage ==== &lt;br /&gt;
Some cards and effects will deal damage, whilst others will state the strength of the attack. Strength is always reduced by the defence of the target,&lt;br /&gt;
whilst damage is applied directly to the target, ignoring any defence.&lt;br /&gt;
&lt;br /&gt;
==== Resolving a card ==== &lt;br /&gt;
When resolving a card, if a card cannot be fully&lt;br /&gt;
resolved, forfeit the part that cannot be resolved.&lt;br /&gt;
&lt;br /&gt;
==== Targeting ==== &lt;br /&gt;
Unless a card says otherwise, Champions can only&lt;br /&gt;
target Enemy Champions. Area of Effect (AoE) attacks that include an Enemy Champion in the AoE&lt;br /&gt;
fulfil this condition, even if an Ally is also in the AoE.&lt;br /&gt;
Open and Hidden Information&lt;br /&gt;
Each player’s hand is hidden information, and should&lt;br /&gt;
not be shared with another player unless a game&lt;br /&gt;
effect instructs a player to do so. When a card effect&lt;br /&gt;
asks a player to show something, all players may&lt;br /&gt;
see the revealed information.&lt;br /&gt;
Each player’s discard pile is open information.&lt;br /&gt;
Players can ask to see their opponent’s discard pile&lt;br /&gt;
at any time. Both sides of any Champion cards are&lt;br /&gt;
also open information, and a player can ask to see&lt;br /&gt;
either side of a Champion card at any time. When a&lt;br /&gt;
card effect asks a player to look at something, only&lt;br /&gt;
that player may see the revealed information.&lt;br /&gt;
==== Drawing Cards ==== &lt;br /&gt;
If a player is instructed to draw cards from an empty&lt;br /&gt;
deck, they shuffle their discard pile to form a new&lt;br /&gt;
draw deck.&lt;br /&gt;
=== GAME ROUND ===&lt;br /&gt;
Each round consists of three steps: First player’s turn,&lt;br /&gt;
Second player’s turn, and Advance Challenge Track.&lt;br /&gt;
ON A TURN, PLAYERS CARRY OUT THE FOLLOWING&lt;br /&gt;
PHASES IN ORDER:&lt;br /&gt;
==== Scoreboard Phase ====&lt;br /&gt;
The active player checks to see&lt;br /&gt;
if they meet the conditions of any active Challenge&lt;br /&gt;
cards. If they do, they gain the appropriate number&lt;br /&gt;
of VPs, and discard that Challenge. Skip this Phase&lt;br /&gt;
on the first round.&lt;br /&gt;
==== Activation Phase ==== &lt;br /&gt;
Players exhaust Cores to play Action&lt;br /&gt;
cards from their hand and activate their Champions.&lt;br /&gt;
Upkeep Phase. The active player readies each of their&lt;br /&gt;
Cores, discards their hand and draws a new hand of&lt;br /&gt;
5 cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players ready each of their Cores, discard their hand and draw a new hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
=== PRE-ATTACK AND POST-ATTACK ===&lt;br /&gt;
Pre-attack and post-attack abilities&lt;br /&gt;
are effects that take place when an attack&lt;br /&gt;
card with either symbol is played. Both abilities&lt;br /&gt;
are mandatory. If a card instructs a player to&lt;br /&gt;
resolve a or ability, then it must be&lt;br /&gt;
fully resolved before moving on to the next&lt;br /&gt;
step of the attack.&lt;br /&gt;
The key difference between the two is that a&lt;br /&gt;
player may play a card with a ability, and&lt;br /&gt;
then choose not to attack, whereas a&lt;br /&gt;
ability is only ever resolved after an attack&lt;br /&gt;
is made. Note that these abilities can be part&lt;br /&gt;
of a reaction card.&lt;br /&gt;
Note that many keywords have numerical&lt;br /&gt;
values, so can be legally resolved by choosing&lt;br /&gt;
0, effectively cancelling the effect.&lt;br /&gt;
Every Action card with the attack icon&lt;br /&gt;
in the upper left corner of the card is an&lt;br /&gt;
attack card. To resolve an attack, follow&lt;br /&gt;
these steps:&lt;br /&gt;
# Use as much of the card’s movement as you choose.&lt;br /&gt;
# Resolve any abilities.&lt;br /&gt;
# Choose if you will use the attack. If you choose not to make the attack, the activation ends immediately. Otherwise, continue to step 4.&lt;br /&gt;
# Declare target(s).&lt;br /&gt;
# Opponent chooses whether to play Reactions.&lt;br /&gt;
# The target’s defence value is subtracted from the current strength value of the attack.&lt;br /&gt;
# Resolve attack damage.&lt;br /&gt;
# Resolve abilities from Reactions.&lt;br /&gt;
# Resolve abilities from the attack card.&lt;br /&gt;
# Declare target(s)&lt;br /&gt;
Check the range and targeting icons to determine&lt;br /&gt;
which targeting rules apply for the attack. Some&lt;br /&gt;
attacks have a minimum range, and any Enemy&lt;br /&gt;
closer than that range is not an eligible target.&lt;br /&gt;
&lt;br /&gt;
=== ACTION CARD ANATOMY ===&lt;br /&gt;
&lt;br /&gt;
The dark grey hex in the targeting box marks the&lt;br /&gt;
relative position of the attacking Champion to the&lt;br /&gt;
targeted hex(es), marked on the card in yellow.&lt;br /&gt;
Melee Attack&lt;br /&gt;
A melee attack targets a single adjacent&lt;br /&gt;
Enemy.&lt;br /&gt;
==== Indirect Shot ====&lt;br /&gt;
An indirect shot targets a single Enemy.&lt;br /&gt;
The targeting value shows the maximum range of the Action. When one&lt;br /&gt;
figure is specified the targeting value shows the&lt;br /&gt;
maximum range of the Action. When two figures are&lt;br /&gt;
indicated, the first specifies the minimum and the&lt;br /&gt;
second the maximum range of the Action. To define&lt;br /&gt;
range, count the smallest possible number of hexes&lt;br /&gt;
to the target, including the target’s hex but not the&lt;br /&gt;
activating Champion’s hex. Indirect shots can target&lt;br /&gt;
Champions through Statues and other Champions.&lt;br /&gt;
==== Direct Shot ====&lt;br /&gt;
A direct shot works like an indirect&lt;br /&gt;
shot with some extra restrictions.&lt;br /&gt;
Direct shots may only target Enemies&lt;br /&gt;
on hexes in the same row of hexes as the attacking&lt;br /&gt;
Champion. Additionally, direct shots cannot target&lt;br /&gt;
Champions if there are any Statues, or other Champions (Enemy or Ally) in that hex row between the&lt;br /&gt;
activating Champion and target.&lt;br /&gt;
==== Area of Effect (AoE) ====&lt;br /&gt;
An AoE attack affects all Champions in the&lt;br /&gt;
yellow marked hexes shown in the targeting&lt;br /&gt;
icon of the Action card (including Allies).&lt;br /&gt;
The player playing the Action chooses the exact&lt;br /&gt;
orientation of the AoE.&lt;br /&gt;
==== Reactions are played ====&lt;br /&gt;
After targets are declared, the controller of an Enemy&lt;br /&gt;
target Champion may play one Reaction card on any&lt;br /&gt;
of their Champions targeted. The Core of the Reaction&lt;br /&gt;
card must be exhausted as normal. Only one Reaction&lt;br /&gt;
may be played per attack (see Reactions, page 11).&lt;br /&gt;
The target’s defence value is subtracted from&lt;br /&gt;
the current strength value&lt;br /&gt;
All Champions have a defence value. Even if a&lt;br /&gt;
Champion’s printed defence value is 0, it can still be&lt;br /&gt;
modified by card effects.&lt;br /&gt;
During this step, the current defence value of the&lt;br /&gt;
defender is subtracted from the current strength&lt;br /&gt;
value of the attack. Remember to include any&lt;br /&gt;
modifiers to strength and defence values in this&lt;br /&gt;
step. Defence values are always applied to every&lt;br /&gt;
attack made against the Champion, unless reduced&lt;br /&gt;
or bypassed by a card effect. The end sum of this is&lt;br /&gt;
the attack damage.&lt;br /&gt;
==== Resolve attack damage ====&lt;br /&gt;
The attack damage is dealt to all targets of the attack.&lt;br /&gt;
Place on the Champion card damage tokens equal&lt;br /&gt;
to the damage the Champion is dealt. Keywords that&lt;br /&gt;
affect damage such as Poison, Double, and Lifesteal&lt;br /&gt;
are resolved in this step (see page 15).&lt;br /&gt;
=== Standard Actions ===&lt;br /&gt;
In addition to using their hand of Action cards,&lt;br /&gt;
players may also activate Champions using the&lt;br /&gt;
Standard Actions shown on the player dashboard.&lt;br /&gt;
These Actions are intentionally weaker than Action&lt;br /&gt;
cards, but they offer some options when a player&lt;br /&gt;
does not draw the Cores and/or cards of Champions&lt;br /&gt;
they need.&lt;br /&gt;
Each Standard Action may only be used once per&lt;br /&gt;
Activation Phase.&lt;br /&gt;
# Spend the Manipulation (blue) Core to Move 1 and Plan 1 (see Plan, page 16).&lt;br /&gt;
# Spend the Creation (yellow) Core to Move 1 and Heal 1 (see Heal, page 15).&lt;br /&gt;
# Spend the Destruction (red) Core to Move 1 and Deal 1 damage to an adjacent Enemy. This damage ignores defence.&lt;br /&gt;
# Spend 1 Core, Manipulation or Creation or Destruction, to Move 2.&lt;br /&gt;
==== Reactions ====&lt;br /&gt;
During an opponent’s turn, players can&lt;br /&gt;
react to their opponent’s attacks by playing&lt;br /&gt;
Reaction cards. Reactions may only be&lt;br /&gt;
played during the opponent’s turn and&lt;br /&gt;
only when at least one of that player’s Champions is&lt;br /&gt;
targeted by an opponent’s attack action.&lt;br /&gt;
=== ADVANCE CHALLENGE TRACK ===&lt;br /&gt;
At the end of each game round (after all players have&lt;br /&gt;
taken a turn), all Challenge cards move one space to&lt;br /&gt;
the right, and a new Challenge card is drawn. This is&lt;br /&gt;
placed in the Cannot Be Scored space. Challenges&lt;br /&gt;
moving right from the rightmost space are discarded&lt;br /&gt;
(move them to the Challenge discard pile). If at any&lt;br /&gt;
point your Challenge card deck empties, shuffle the&lt;br /&gt;
discard pile to form a new Challenge deck.&lt;br /&gt;
=== OUT OF ACTION ===&lt;br /&gt;
A Champion is taken out of action as soon as they&lt;br /&gt;
suffer an amount of damage equal to or greater than&lt;br /&gt;
their hitpoint value (as printed on their Champion&lt;br /&gt;
card). If during their activation a Champion takes&lt;br /&gt;
an Enemy out of action, the attacking Champion’s&lt;br /&gt;
player gains 1 VP, and the attacking Champion&lt;br /&gt;
Levels Up. The out of action Champion is teleported&lt;br /&gt;
by the wizards out of harm’s way and is healed. All&lt;br /&gt;
damage is removed from the Champion, and if they&lt;br /&gt;
had Levelled Up, flip their Champion card back over&lt;br /&gt;
to the basic side. The out of action Champion is then&lt;br /&gt;
placed on their team’s Gate until they are activated&lt;br /&gt;
again.&lt;br /&gt;
Whilst Champions are on the Gate, they cannot be&lt;br /&gt;
affected by card effects, can never be targeted by&lt;br /&gt;
Actions or attacks, and cannot target Champions on&lt;br /&gt;
the hex grid.&lt;br /&gt;
To activate an out of action Champion, the player&lt;br /&gt;
must use an Action with to move that Champion&lt;br /&gt;
back into the arena. The first hex of movement must&lt;br /&gt;
be spent moving the Champion onto one of their&lt;br /&gt;
team’s deployment area hexes.&lt;br /&gt;
Out of action Champions may not be activated using&lt;br /&gt;
Action cards without . Once in the arena, they&lt;br /&gt;
may use any remaining movement to move further,&lt;br /&gt;
and complete the Action.&lt;br /&gt;
If during their activation a Champion takes themselves&lt;br /&gt;
or an Ally out of action, their opponent gains 1 VP.&lt;br /&gt;
If a card takes a Champion from each team out of&lt;br /&gt;
action simultaneously, both players gain 1VP and&lt;br /&gt;
Level Up the appropriate Champions. If this would&lt;br /&gt;
end the game in a draw (due to both players now&lt;br /&gt;
being tied with 5 or more VPs), the player who didn’t&lt;br /&gt;
play the card wins.&lt;br /&gt;
=== LEVELING UP ===&lt;br /&gt;
When an Enemy is taken out of action, the Champion&lt;br /&gt;
currently being activated will Level Up after the&lt;br /&gt;
Action is fully resolved. Flip that Champion card, and&lt;br /&gt;
move any damage tokens to the Levelled Up side.&lt;br /&gt;
The Champion uses the stats and effects of the&lt;br /&gt;
Levelled Up side until they are taken out of action.&lt;br /&gt;
If the Champion was already Levelled Up before the&lt;br /&gt;
knock out, then nothing happens. Please note that&lt;br /&gt;
Level Up effects are always active.&lt;br /&gt;
=== TRAPS ===&lt;br /&gt;
Some hexes contain trap tokens. Traps&lt;br /&gt;
are always placed face down. A trap will&lt;br /&gt;
trigger as soon as a Champion enters the&lt;br /&gt;
hex in which it is placed. It doesn’t matter&lt;br /&gt;
if the Champion deliberately moved&lt;br /&gt;
there or was pushed, pulled, or otherwise displaced&lt;br /&gt;
onto that hex. The player controlling the Champion&lt;br /&gt;
that activated the trap flips the trap token and applies&lt;br /&gt;
the effect to the Champion. The Champion may then&lt;br /&gt;
complete any remaining movement they have&lt;br /&gt;
available, unless prevented from doing so by the trap&lt;br /&gt;
effect.&lt;br /&gt;
There should always be 4 trap tokens on the map.&lt;br /&gt;
As soon as a trap is triggered and its effects applied,&lt;br /&gt;
the player whose Champion triggered the trap takes&lt;br /&gt;
a new trap token from the supply. Without looking at&lt;br /&gt;
it, the player places it face down on a different empty&lt;br /&gt;
trap hex, then shuffles the old trap back into the trap&lt;br /&gt;
supply. If all trap hexes are blocked by Champions&lt;br /&gt;
and/or traps, the trap token may be placed anywhere&lt;br /&gt;
adjacent to a trap hex that is not blocked by a&lt;br /&gt;
Champion or Statue. In addition to the trap hexes on&lt;br /&gt;
the board, any hex that currently contains a trap is&lt;br /&gt;
considered a trap hex.&lt;br /&gt;
If the trap was triggered because of a card effect&lt;br /&gt;
(for example when a Champion uses an attack&lt;br /&gt;
that pushes the defender into a trap), the damage&lt;br /&gt;
is considered to be caused by the source of that&lt;br /&gt;
effect. This may result in Levelling Up Champions as&lt;br /&gt;
normal.&lt;br /&gt;
==== Trap Effects ====&lt;br /&gt;
The Champion suffers the amount of damage&lt;br /&gt;
indicated on the trap token. Remember, this&lt;br /&gt;
damage ignores the defence value.&lt;br /&gt;
The Champion&lt;br /&gt;
suffers Root.&lt;br /&gt;
The Champion&lt;br /&gt;
suffers Stun.&lt;br /&gt;
&lt;br /&gt;
=== DISPLACEMENT AND ROOT ===&lt;br /&gt;
Fear, Force, Pull, and Push are all considered displacement effects. Effects that negate displacement effects will negate any damage those effects would cause.&lt;br /&gt;
It is important to note that while Root means a Champion cannot be moved, it does not negate movement. As the target cannot move, any Push or Pull distance will cause as normal. Fear and Force cannot move a Champion suffering root, but do not cause, as neither keyword usually causes damage for failing to complete the movement.&lt;br /&gt;
&lt;br /&gt;
=== HEXES &amp;amp; HEX ROWS ===&lt;br /&gt;
The arena board is made up of a series of hexes. A continuous line of hexes is called a hex row.&lt;br /&gt;
&amp;lt;pre&amp;gt;Example:&lt;br /&gt;
Gold’arr makes a Dash 2. He can move along any of the hex rows shown, but cannot move out of the hex row due as the Dash keyword states he must remain in the same hex row.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
&#039;&#039;&#039;Bloodied:&#039;&#039;&#039; A champion is considered Bloodied if it has taken at-least 3 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;A Champion is considered Bloodied when they have half of their hitpoints or fewer remaining (rounding up). For example, a 7 hitpoint Champion would be bloodied when reduced to 4 hitpoints.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control:&#039;&#039;&#039; A player is considered to control an area when they have more Champions in that area than their opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dash X:&#039;&#039;&#039; A dash is a straight-line movement where the dashing Champion must stay in the same hex row of the hex grid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double:&#039;&#039;&#039; After completing the resolve attack damage step of this attack, resolve this step a second time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fear X:&#039;&#039;&#039; If an action or reaction applies fear, the Champion who suffered the fear effect must dash X in a direction of their choice, as long as it is away from the source of the fear. When a Champion is affected by fear, the Champion must move the maximum dashvalue they possibly can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force X:&#039;&#039;&#039; The player who played the card with the force effect may move the target up to X hexes in any direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump X:&#039;&#039;&#039; Jump is a type of movement that allows the Champion to move up to X hexes, and move through hexes containing Enemy Champions, statues, and traps without activating them. If the Champion ends the movement on a trap token, the trap is activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifesteal:&#039;&#039;&#039; During the resolve attack damage step of this attack, the attacking Champion is healed for an amount equal to the attack damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poison X:&#039;&#039;&#039; During the resolve attack damage step of this attack, if damage was dealt, deal X to the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place:&#039;&#039;&#039; When a Champion or game element would be placed, it is removed from its original location, and put in a new location, as described by the effect causing the place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plan X:&#039;&#039;&#039; The controlling player may put up to X cards from their hand onto the top of their deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pull X:&#039;&#039;&#039; Target Champions are pulled directly towards the Champion causing the pull in a straight line. They must stay in the same row of hexes. The activating Champion must pull the target the full distance. The target will stop before entering a hex with a Champion (Ally or Enemy), a statue, or the edge of the arena, and will activate traps if they are pulled over or onto them. If a Champion cannot be pulled the full distance for any reason, they suffer damage equal to the remaining distance. If the target is not in the same hex row as the attacking Champion when the pull is resolved, the pull is ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push:&#039;&#039;&#039; Target Champions are pushed directly away from the Champion causing the push in a straight line. They must stay in the same row of hexes. The activating Champion must push the target the full distance. The target will stop before entering a hex with a Champion (Ally or Enemy), a statue, or the edge of the arena, and will activate traps if they are pushed over or onto them. If a Champion cannot be pushed the full distance for any reason, they suffer damage equal to the remaining distance. If the target is not in the same hex row as the attacking Champion when the push is resolved, the push is ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Root:&#039;&#039;&#039; A rooted Champion instantly loses any remaining movement points of the current action, and may not move, dash, swoop, or jump again during this turn. The Champion may attack and use skills normally. A Champion suffering root cannot be moved for the duration of the turn, but can be placed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun:&#039;&#039;&#039; When a Champion suffers stun, its controller must choose and discard a card of that Champion from their hand, or reveal a hand showing no cards of that Champion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swoop X:&#039;&#039;&#039; A swoop is a straight-line movement where the swooping Champion must stay in the same hex row. A swooping Champion may move through Enemies, statues, and traps without activating them. Traps do still activate if the Champion ends the swoop on a trap token.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaddle&amp;diff=24371</id>
		<title>Gamehelpsaddle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaddle&amp;diff=24371"/>
		<updated>2025-03-13T12:12:15Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: Created page with &amp;quot;OBJECTIVE Saddle is a two player card game, the objective of which is to get rid of all of your cards or be the last to take a turn.  THE DECK A standard 52-card deck, ranked from ace (1) to King.  SETUP Each player starts with 12 cards dealt face down. Two cards are placed separately face up to begin two discard piles. The remainder of the cards become the draw pile.  PLAY Players take turns matching a card from their hand by rank or suit with the top card in one of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OBJECTIVE&lt;br /&gt;
Saddle is a two player card game, the objective of which is to get rid of all of your cards or be the last to take a turn.&lt;br /&gt;
&lt;br /&gt;
THE DECK&lt;br /&gt;
A standard 52-card deck, ranked from ace (1) to King.&lt;br /&gt;
&lt;br /&gt;
SETUP&lt;br /&gt;
Each player starts with 12 cards dealt face down. Two cards are placed separately face up to begin two discard piles. The remainder of the cards become the draw pile.&lt;br /&gt;
&lt;br /&gt;
PLAY&lt;br /&gt;
Players take turns matching a card from their hand by rank or suit with the top card in one of the discard piles, but not both. The card placed is called the saddle.&lt;br /&gt;
Based upon it, one or more additional cards can be added before the turn ends. The added cards must either be of the same rank as the saddle, or a sequence up or down from it. The added cards may be of different suits.&lt;br /&gt;
At no time do players pick up any new cards. A player wins if he gets rid of all his cards or his opponent is unable to take a turn.&lt;br /&gt;
&lt;br /&gt;
SCORING&lt;br /&gt;
After each game the winning player gets one point for each card remaining in his opponents hand, and when one player reaches 13 points he wins the match.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=24299</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=24299"/>
		<updated>2025-03-05T11:34:56Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Card Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points after the final Dominance Check is resolved, or have a lead of at least 4 points after any Dominance Check is resolved.&lt;br /&gt;
&lt;br /&gt;
If players are tied for victory points after the final Dominance Check, the player with the most red stars in their court among the tied players wins. If there is still a tie, the player with the most rupees among the tied players wins. If there is still a tie, whoever can cook the best chopan kebab wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
During setup, starting with a random player, each player chooses their starting loyalty. (See &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
After the last player has chosen their starting loyalty, that player will take the first turn. The game is now ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free bonus actions) then perform Cleanup.&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, and Card Action:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, they may require you to pay them rupees equal to the number of tribes they have in that region in order to play the card. You may offer any number of rupees up to their number of tribes, including 0. The ruler will then accept or reject the offer. If the full cost is paid, it is automatically accepted. (Depending on the game state, players may wish to help each other out by waiving some or all of the bribe.)&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you must play the card to either the far left or far right of your current Court row.&lt;br /&gt;
&lt;br /&gt;
If the card is a &#039;&#039;&#039;Patriot&#039;&#039;&#039; which doesn&#039;t match your &#039;&#039;&#039;Loyalty&#039;&#039;&#039;, you must change loyalty. See &amp;quot;Loyalty and Influence&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all &#039;&#039;&#039;Impact Symbols&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
When a card has spies on it, the owner must pay a bribe of rupees to the player with the most spies on the card to use that card&#039;s action(s). (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player you share a region with (Economic Stars can counter this). If you can&#039;t tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| In regions you rule, place up to three armies or roads or combination of, at a cost of 2 rupees each.&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their Impact Event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The fourth and final dominance check awards double points for every player involved.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#f91&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; reduce taxation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c23&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tie-breaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#929&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#07b&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
Each player is always loyal to one of the three coalitions: {{pill|British|#423|#e8a9cc}}, {{pill|Russian|#440|#f5f079}} or {{pill|Afghan|#153|#56c1a5}}. This affects which cards you may want to play into your court. Consider carefully if and when you want to change loyalty, to take advantage of the game state and earn the most victory points.&lt;br /&gt;
&lt;br /&gt;
Your loyalty is important in gaining victory points from Dominance Checks. If you are loyal to the Dominant Coalition when a Dominance Check is resolved, you are eligible to score victory points depending on your amount of influence compared to other players of the same loyalty. (You&#039;ll want to be loyal to the right coalition at the right time, which may require changing loyalties during the game.)&lt;br /&gt;
&lt;br /&gt;
You change loyalty whenever you play a Patriot, or gain a prize, of a &#039;&#039;&#039;different&#039;&#039;&#039; loyalty. The loyalty of a Patriot is determined by the colour and symbol on the banner containing the card&#039;s name, or at the bottom of the card when gaining it as a prize. You may reject a prize in order to maintain your current loyalty. When you change loyalty, you lose all patriots, gifts, and prizes you currently have, before gaining the new patriot or prize which caused you to change.&lt;br /&gt;
&lt;br /&gt;
Your influence to your coalition is calculated as 1, plus the number of patriots, prizes, and gifts you have. If you have the most influence in the Dominant Coalition when a Dominance Check is resolved, you will score the most points. (See &amp;quot;Dominance Check&amp;quot; above.)&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have one tribe there and more ruling pieces than any other&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action&lt;br /&gt;
&lt;br /&gt;
• You have Tax Privilege&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &#039;&#039;Political&#039;&#039; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &#039;&#039;Political&#039;&#039; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all political cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last political card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with {{pill|Political|#fff|#929}} but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#f91; color:#000&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(gold)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#c23; color:#000&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#929; color:#fff&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#07b; color:#fff&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actions on a card of the currently Favoured suit may be used as free actions, while still following the one action from each card per turn rule.&lt;br /&gt;
&lt;br /&gt;
If {{pill|Military|#000|#c23}} is Favoured, purchasing cost of cards is doubled whilst Favoured&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After a Dominance Check, if a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
After the fourth Dominance Check card is resolved, the player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=24298</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=24298"/>
		<updated>2025-03-05T11:32:31Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Card Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points after the final Dominance Check is resolved, or have a lead of at least 4 points after any Dominance Check is resolved.&lt;br /&gt;
&lt;br /&gt;
If players are tied for victory points after the final Dominance Check, the player with the most red stars in their court among the tied players wins. If there is still a tie, the player with the most rupees among the tied players wins. If there is still a tie, whoever can cook the best chopan kebab wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
During setup, starting with a random player, each player chooses their starting loyalty. (See &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
After the last player has chosen their starting loyalty, that player will take the first turn. The game is now ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free bonus actions) then perform Cleanup.&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, and Card Action:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, they may require you to pay them rupees equal to the number of tribes they have in that region in order to play the card. You may offer any number of rupees up to their number of tribes, including 0. The ruler will then accept or reject the offer. If the full cost is paid, it is automatically accepted. (Depending on the game state, players may wish to help each other out by waiving some or all of the bribe.)&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you must play the card to either the far left or far right of your current Court row.&lt;br /&gt;
&lt;br /&gt;
If the card is a &#039;&#039;&#039;Patriot&#039;&#039;&#039; which doesn&#039;t match your &#039;&#039;&#039;Loyalty&#039;&#039;&#039;, you must change loyalty. See &amp;quot;Loyalty and Influence&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all &#039;&#039;&#039;Impact Symbols&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
When a card has spies on it, the owner must pay a bribe of rupees to the player with the most spies on the card to use that card&#039;s action(s). (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player you share a region with (Economic Stars can counter this). If you can&#039;t tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| In regions you control, place up to three armies or roads or combination of, at a cost of 2 rupees each.&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their Impact Event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The fourth and final dominance check awards double points for every player involved.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#f91&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; reduce taxation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c23&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tie-breaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#929&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#07b&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
Each player is always loyal to one of the three coalitions: {{pill|British|#423|#e8a9cc}}, {{pill|Russian|#440|#f5f079}} or {{pill|Afghan|#153|#56c1a5}}. This affects which cards you may want to play into your court. Consider carefully if and when you want to change loyalty, to take advantage of the game state and earn the most victory points.&lt;br /&gt;
&lt;br /&gt;
Your loyalty is important in gaining victory points from Dominance Checks. If you are loyal to the Dominant Coalition when a Dominance Check is resolved, you are eligible to score victory points depending on your amount of influence compared to other players of the same loyalty. (You&#039;ll want to be loyal to the right coalition at the right time, which may require changing loyalties during the game.)&lt;br /&gt;
&lt;br /&gt;
You change loyalty whenever you play a Patriot, or gain a prize, of a &#039;&#039;&#039;different&#039;&#039;&#039; loyalty. The loyalty of a Patriot is determined by the colour and symbol on the banner containing the card&#039;s name, or at the bottom of the card when gaining it as a prize. You may reject a prize in order to maintain your current loyalty. When you change loyalty, you lose all patriots, gifts, and prizes you currently have, before gaining the new patriot or prize which caused you to change.&lt;br /&gt;
&lt;br /&gt;
Your influence to your coalition is calculated as 1, plus the number of patriots, prizes, and gifts you have. If you have the most influence in the Dominant Coalition when a Dominance Check is resolved, you will score the most points. (See &amp;quot;Dominance Check&amp;quot; above.)&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have one tribe there and more ruling pieces than any other&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action&lt;br /&gt;
&lt;br /&gt;
• You have Tax Privilege&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &#039;&#039;Political&#039;&#039; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &#039;&#039;Political&#039;&#039; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all political cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last political card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with {{pill|Political|#fff|#929}} but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#f91; color:#000&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(gold)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#c23; color:#000&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#929; color:#fff&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#07b; color:#fff&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actions on a card of the currently Favoured suit may be used as free actions, while still following the one action from each card per turn rule.&lt;br /&gt;
&lt;br /&gt;
If {{pill|Military|#000|#c23}} is Favoured, purchasing cost of cards is doubled whilst Favoured&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After a Dominance Check, if a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
After the fourth Dominance Check card is resolved, the player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=24297</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=24297"/>
		<updated>2025-03-05T11:31:55Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Card Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period “The Great Game” because of the role played by the Europeans who attempted to use Central Asia as a theater for their own rivalries&lt;br /&gt;
&lt;br /&gt;
To win the game, have the most victory points after the final Dominance Check is resolved, or have a lead of at least 4 points after any Dominance Check is resolved.&lt;br /&gt;
&lt;br /&gt;
If players are tied for victory points after the final Dominance Check, the player with the most red stars in their court among the tied players wins. If there is still a tie, the player with the most rupees among the tied players wins. If there is still a tie, whoever can cook the best chopan kebab wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
During setup, starting with a random player, each player chooses their starting loyalty. (See &amp;quot;Loyalty and Influence&amp;quot; below.)&lt;br /&gt;
&lt;br /&gt;
After the last player has chosen their starting loyalty, that player will take the first turn. The game is now ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free bonus actions) then perform Cleanup.&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, and Card Action:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Purchase&lt;br /&gt;
| Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)&lt;br /&gt;
&lt;br /&gt;
If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
|-&lt;br /&gt;
! Play&lt;br /&gt;
| To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, they may require you to pay them rupees equal to the number of tribes they have in that region in order to play the card. You may offer any number of rupees up to their number of tribes, including 0. The ruler will then accept or reject the offer. If the full cost is paid, it is automatically accepted. (Depending on the game state, players may wish to help each other out by waiving some or all of the bribe.)&lt;br /&gt;
&lt;br /&gt;
If the criteria to play is met, you must play the card to either the far left or far right of your current Court row.&lt;br /&gt;
&lt;br /&gt;
If the card is a &#039;&#039;&#039;Patriot&#039;&#039;&#039; which doesn&#039;t match your &#039;&#039;&#039;Loyalty&#039;&#039;&#039;, you must change loyalty. See &amp;quot;Loyalty and Influence&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Finally, resolve all &#039;&#039;&#039;Impact Symbols&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! Card Action&lt;br /&gt;
| After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.&lt;br /&gt;
&lt;br /&gt;
Some actions are free, only taking an action point, whilst others have additional costs such as rupees.&lt;br /&gt;
&lt;br /&gt;
When a card has spies on it, the owner must pay a bribe of rupees to the player with the most spies on the card to use that card&#039;s action(s). (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel has you place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Jezail has you place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown has you place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits have you to change the Favoured Suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tax &lt;br /&gt;
| Take Rupees equal to the card&#039;s rank from a player you share a region with (Economic Stars can counter this). If you can&#039;t tax another player, you can tax the market.&lt;br /&gt;
|-&lt;br /&gt;
! Gift&lt;br /&gt;
| Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees&lt;br /&gt;
|-&lt;br /&gt;
! Build&lt;br /&gt;
| In a region you control, place up to three armies or roads or combination of, at a cost of 2 rupees each.&lt;br /&gt;
|-&lt;br /&gt;
! Move &lt;br /&gt;
| Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
|-&lt;br /&gt;
! Betray&lt;br /&gt;
| For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
|-&lt;br /&gt;
! Battle &lt;br /&gt;
| Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit&lt;br /&gt;
&lt;br /&gt;
If there are any Event cards in the left-most spot in the Market, discard them and resolve their Impact Event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw new Market cards into the now-empty rightmost spots in the Market&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition.&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The fourth and final dominance check awards double points for every player involved.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#f91&amp;quot;&amp;gt;★ Economic Stars&amp;lt;/b&amp;gt; reduce taxation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#c23&amp;quot;&amp;gt;★ Military Stars&amp;lt;/b&amp;gt; provide a tie-breaker for end game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#929&amp;quot;&amp;gt;★ Political Stars&amp;lt;/b&amp;gt; increase size of Court&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;color:#07b&amp;quot;&amp;gt;★ Intelligence Stars&amp;lt;/b&amp;gt; increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
Each player is always loyal to one of the three coalitions: {{pill|British|#423|#e8a9cc}}, {{pill|Russian|#440|#f5f079}} or {{pill|Afghan|#153|#56c1a5}}. This affects which cards you may want to play into your court. Consider carefully if and when you want to change loyalty, to take advantage of the game state and earn the most victory points.&lt;br /&gt;
&lt;br /&gt;
Your loyalty is important in gaining victory points from Dominance Checks. If you are loyal to the Dominant Coalition when a Dominance Check is resolved, you are eligible to score victory points depending on your amount of influence compared to other players of the same loyalty. (You&#039;ll want to be loyal to the right coalition at the right time, which may require changing loyalties during the game.)&lt;br /&gt;
&lt;br /&gt;
You change loyalty whenever you play a Patriot, or gain a prize, of a &#039;&#039;&#039;different&#039;&#039;&#039; loyalty. The loyalty of a Patriot is determined by the colour and symbol on the banner containing the card&#039;s name, or at the bottom of the card when gaining it as a prize. You may reject a prize in order to maintain your current loyalty. When you change loyalty, you lose all patriots, gifts, and prizes you currently have, before gaining the new patriot or prize which caused you to change.&lt;br /&gt;
&lt;br /&gt;
Your influence to your coalition is calculated as 1, plus the number of patriots, prizes, and gifts you have. If you have the most influence in the Dominant Coalition when a Dominance Check is resolved, you will score the most points. (See &amp;quot;Dominance Check&amp;quot; above.)&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have one tribe there and more ruling pieces than any other&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
• You may take the Build action&lt;br /&gt;
&lt;br /&gt;
• You have Tax Privilege&lt;br /&gt;
&lt;br /&gt;
• You can Extract Bribes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overthrow Rule ===&lt;br /&gt;
If you lose your last tribe in a region, all &#039;&#039;Political&#039;&#039; cards you own from that region must be immediately discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, if you lose your last &#039;&#039;Political&#039;&#039; card from a region, you must immediately remove all of your tribes from that region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all political cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last political card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with {{pill|Political|#fff|#929}} but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#f91; color:#000&amp;quot; |  Economic&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(gold)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#c23; color:#000&amp;quot; | Military&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(red)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage armies and form coalitions&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#929; color:#fff&amp;quot; | Political&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(purple)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Consolidate power and determine card playability&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#07b; color:#fff&amp;quot; | Intelligence&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(blue)&amp;lt;/small&amp;gt;&lt;br /&gt;
| Manage diplomacy and compromise enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actions on a card of the currently Favoured suit may be used as free actions, while still following the one action from each card per turn rule.&lt;br /&gt;
&lt;br /&gt;
If {{pill|Military|#000|#c23}} is Favoured, purchasing cost of cards is doubled whilst Favoured&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After a Dominance Check, if a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
After the fourth Dominance Check card is resolved, the player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporionduel&amp;diff=24032</id>
		<title>Gamehelporionduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporionduel&amp;diff=24032"/>
		<updated>2025-02-12T22:51:07Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* 4 paths to victory: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORION Duel is an abstract board game for two players where the goal is to control cosmic space by connecting key elements. &lt;br /&gt;
&lt;br /&gt;
=== Here&#039;s how it&#039;s played: ===&lt;br /&gt;
On their turn, players place one of their tiles on the board. You can place a tile on a galaxy or a black hole if the color of that tile connects to others of the same color already on the board.&lt;br /&gt;
&lt;br /&gt;
=== 4 paths to victory: ===&lt;br /&gt;
&lt;br /&gt;
* Connect opposite edges of the same color with a continuous flow of your color.&lt;br /&gt;
* Connect 4 galaxies with a continuous flow of your color.&lt;br /&gt;
* Connect 3 black holes with a continuous flow of your opponent&#039;s color. Strategic placement and clever connections are essential to win this cosmic battle.&lt;br /&gt;
* Opponent cannot place any tile&lt;br /&gt;
The game ends immediately when a player reaches one or more of the victory conditions.  In case both players reach one or more of the victory conditions in the same time, the winner is the one who reached more winning conditions or the game continues if tied.&lt;br /&gt;
&lt;br /&gt;
If no victory condition majority occurs, the game ends when all tiles have been placed.  In this case the player with the largest value coming from: count of all the galaxy tokens minus the black hole tokens of each corresponding player.  If the values are the same the game ends in a tie.&lt;br /&gt;
&lt;br /&gt;
ORION Duel is a dynamic and engaging game that combines abstract strategy with a quest for victory. It&#039;s easy to learn, but mastering it requires skill and cunning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie victory conditions, where play continues:&lt;br /&gt;
&lt;br /&gt;
4 additional galaxies or 3 additional black holes (on same group or on a separated group) give an additional condition of victory/defeat.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_auntiemildred&amp;diff=23062</id>
		<title>Tips auntiemildred</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_auntiemildred&amp;diff=23062"/>
		<updated>2024-10-19T09:48:22Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: Created page with &amp;quot;Beginner mistakes:  - TASK cards: These are like upgrade tracks and can be extremely useful. Immediately after you place dice there like 1,2,3,4 you can use one of their effects (like modify 2 dice on CLEAN). Next round you leave just 1 dice there, you get back 1,2,3 but you can still use the 4 effect for every round.  - INDULGENCY (Green cards): Your opponent can beat your dice and stop you scoring on 1-Pair, Full House, ect.  - The pip value of the dice on PRANK\DODGE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beginner mistakes:&lt;br /&gt;
&lt;br /&gt;
- TASK cards: These are like upgrade tracks and can be extremely useful. Immediately after you place dice there like 1,2,3,4 you can use one of their effects (like modify 2 dice on CLEAN). Next round you leave just 1 dice there, you get back 1,2,3 but you can still use the 4 effect for every round.&lt;br /&gt;
&lt;br /&gt;
- INDULGENCY (Green cards): Your opponent can beat your dice and stop you scoring on 1-Pair, Full House, ect.&lt;br /&gt;
&lt;br /&gt;
- The pip value of the dice on PRANK\DODGE do not matter just the amount of dice.&lt;br /&gt;
&lt;br /&gt;
- You do not need to DODGE unless your opponent has PRANK dice.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&amp;diff=23061</id>
		<title>Gamehelpauntiemildred</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&amp;diff=23061"/>
		<updated>2024-10-19T09:47:18Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: TLDR rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;TLDR rules&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;Beginner mistakes&#039;&#039;:&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
- TASK cards: These are like upgrade tracks and can be extremely useful. Immediately after you place dice there like 1,2,3,4 you can use one of their effects (like modify 2 dice on CLEAN). Next round you leave just 1 dice there, you get back 1,2,3 but you can still use the 4 effect for every round. &lt;br /&gt;
&lt;br /&gt;
- INDULGENCY (Green cards): Your opponent can beat your dice and stop you scoring on 1-Pair, Full House, ect.&lt;br /&gt;
&lt;br /&gt;
- The pip value of the dice on PRANK\DODGE do not matter just the amount of dice.&lt;br /&gt;
&lt;br /&gt;
- You do not need to DODGE unless your opponent has PRANK dice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Overview&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
This is a competitive 1-versus-1, dice placement game for 2 players. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The aim of the game is to score 3 Victory Dice before your opponent. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Players take turns performing actions with their dice trying to score points and improve their position by gaining special abilities on the task cards.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Cookie Points Scoring, Victory Dice and Winning.&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are a few different ways you may score cookies. When doing so, you should increase the value of the black cookie die as much as possible but not beyond 6.&lt;br /&gt;
If the cookie die reaches 6 you score a Victory Die, the player must take any one of their dice (usually a die that has just been used to score) and place the die into a victory die space. Afterwards&lt;br /&gt;
reset the black cookie die to 1. If a player places their 3rd die into a victory point space then they win the game immediately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Clarification:&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Excess points scored that take the cookie die beyond 6 are lost.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some card abilities allow a player to directly score a victory point dice, if so the black cookie die remains untouched.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Dice spots and scallywags&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All cards have square spots to place your dice. These are worker placement spots and always have a border of the player colour to match the colour of your dice. &lt;br /&gt;
 The Indulgency cards require multiple dice. The player ability cards have multiple spots but maybe used&lt;br /&gt;
one-at-a-time.&amp;lt;br /&amp;gt;&lt;br /&gt;
You may place a die onto a set of task cards, and later activate this scallywag die by sliding the die to the grey square &#039;spot&#039; which is rotated 45 degrees. You gain the associated reward as printed on the card.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Tasks: Always, Wakeup and Reward effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If you have a die on a task card then you can use the effect during your turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
ALWAYS: This type of effect occurs when appropriate, the die does not need to be activated (put into the used position) &amp;lt;br /&amp;gt;&lt;br /&gt;
WAKEUP: Activate this die during the WAKEUP phase to use this ability. e.g. use LAUNDRY#4 and place all LAUNDRY dice into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
REWARD. Activate this ability during the ACTION phase. Place all the dice into the used position for this chore. e.g. use DIY#3 and place all DIY dice into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--div style=&amp;quot;margin-top:1200px; display: block;&amp;quot; / --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;How to Play&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
To decide which player goes first, each player shakes their dice, the player with the lowest total value starts on their first Player Round at Phase3:ACTION.&lt;br /&gt;
For the player starting last on their first turn only, they may choose to keep these dice values or shake for their Phase2:SHAKE.&amp;lt;br /&amp;gt;&lt;br /&gt;
One player will be the active player for a complete Player Round, performing all of the phases detailed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the player has completed all the phases their opponent then starts a new Player Round and becomes the active player.&amp;lt;br /&amp;gt;&lt;br /&gt;
A player wins immediately when they score their 3rd Victory Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Player Round&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase1: WAKEUP&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Perform all the steps below in any order, if required you may also repeat any step more than once. This is to stop a player being penalised for forgetting a particular step or playing them in the wrong order.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whenever you remove dice, then place them into your dice pool ready to be later rolled and used in the action phase.&amp;lt;br /&amp;gt;&lt;br /&gt;
Each step is optional, unless stated as mandatory.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol type=&amp;quot;A&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;MANDATORY: Remove all your dodge dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; &lt;br /&gt;
Resolve Combat by evaluating the number slot on your PRANK card versus the number slot on your opponent&#039;s DODGE card.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the PRANK is higher, then the opponent must lose 1 point on their black cookie die. Note, it&#039;s not possible to go below 1. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the player has a die on a LAUNDRY task card, then the opponent must defend in this situation due to the ALWAYS effect and having only 1 point on their black cookie die. Failure to lose a cookie point, means they lose a victory point die instead. Failure to do that, you automatically win the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
If instead the active player has the same prank or lower then nothing happens. The opponent successfully dodges.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards simply remove the PRANK dice and place them in your used dice pool.&amp;lt;br /&amp;gt;&lt;br /&gt;
This action is optional, you may leave your prank dice alone, ready for the next round.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Score Indulgency dice: You remove dice from an Indulgency card and place the dice into your used dice pool. You may only score cookies if your dice are greater in value than any dice your opponent may have on the same card, otherwise you do not score any cookies.&amp;lt;br /&amp;gt;&lt;br /&gt;
To clarify for the full house card, first compare the value of the row of 3, followed by the row of 2. e.g. 44422 beats 33366. The same is true for the 2 rows of 3 indulgency.&amp;lt;br /&amp;gt;&lt;br /&gt;
With LAUNDRY#1 ALWAYS effect you may also score when you have exactly tied values with your opponent.&amp;lt;br /&amp;gt;&lt;br /&gt;
You may repeat this action for other dice you may have on Indulgency cards.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Remove all your task card scallywag dice, if each set is on or beyond the &#039;GOAL LINE&#039;, you gain 2 Victory dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;You may only perform this step once per turn:&amp;lt;br /&amp;gt; &lt;br /&gt;
Straighten all your scallywag dice on Task cards. Place them back onto your player colour spots.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards you may perform any WAKEUP abilities, REWARD actions require the player to place the die back into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
The WAKEUP ALWAYS ability on COOK#1 does not require the die to become used.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Collect as many of your dice as you wish from around the table and place them into your dice pool. You may only have 1 scallywag die left on a particular set of Task cards. For example, &lt;br /&gt;
on a previous turn you may have placed 4 dice, a 1,2,3 and 4 onto the DIY tasks, you must now collect the 1,2,3 dice and place them into your dice pool. This is mandatory.&amp;lt;br /&amp;gt;&lt;br /&gt;
For all the other dice you have, it&#039;s NOT mandatory you take back the dice into your dice pool, but it&#039;s almost always beneficial to do so. &lt;br /&gt;
For example, the player may wish to block an indulgency card by not scoring and leaving the dice there, or if the player cannot score they may want to try and wait until the next round to do so.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase2: SHAKE&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Shake all of your dice in the dice pool. You may now use them 1 at a time or as part of a group in the following action phase.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase3: ACTION&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each die or group of dice may perform an action, a player may also activate their scallywag dice on task cards to gain rewards. The player is not limited to the order in which they can take the following actions.&amp;lt;br /&amp;gt;&lt;br /&gt;
The player may take these actions for as many times as they have available dice and action spots before they end their turn and pass to the opponent.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Player Abilities.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There are 2 modify spots on your dice pool card. Place a die into a free spot, and change a different die value in your pool by plus or minus 1. You may change a 1 value into a 6 or a 6 into a 1.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Prank / Dodge.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You may place &amp;lt;b&amp;gt;ANY&amp;lt;/b&amp;gt; valued die into these spots. Place the first die into the 1 slot, the 2nd die into the 2 slot, etc. &amp;lt;i&amp;gt;You do not place a 4 straight into the slot 4 postion.&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
Other abilities may add dice, this is only possible if you already have at least 1 actual die here. Simply move the die into the next appropriate available slot.&amp;lt;br /&amp;gt; &lt;br /&gt;
E.G. Task LAUNDRY#3 allows the player to add 1 prank die. The player moves a previously placed die in the 1 slot and moves it into the 2 slot.&amp;lt;br /&amp;gt; &lt;br /&gt;
For visual clarity, you may change the value of the die to match its slot position.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Indulgency Cards.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Place a group of dice on an Indulgency card that match the requirements. &amp;lt;br /&amp;gt;E.G. The &#039;Full House&#039; requires 5 dice comprising of 3 dice of the same value and a further 2 dice of a different value.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Scallywagging, doing new tasks.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Place a die onto one of the task cards. You must match the value with level of the card. The first die to be placed must have a value of 1, and subsequent dice must be a value 1 higher than previously played.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is the first scallywag die with a value of 1 on a set of task cards then place it in the straightened position.&amp;lt;br/&amp;gt;&lt;br /&gt;
These dice are referred to as scallywag dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
E.G. A player already has a 3 die value placed on the Clean#3 task card. They repeat this action twice and the player places a 4 value die onto the Clean#4 and a 5 value die onto the Clean#5 task card.&amp;lt;br /&amp;gt; &lt;br /&gt;
When placing a die of value 2 or higher, place the new die in the same orientation as the die 1 lower, either straightened or used.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Doing a task and getting a reward.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
A player will normally only be able to perform one task from each set.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Player may move a previously placed scallywag die on a task card, and move it from the straightened position to the used position, repeat this for all other dice on task cards of this set.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards take the reward from that set on a task card of equal or lesser value.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
E.G. A player takes the 5 valued scallywag die on the Cook#5, rotates the die 45 degrees and slides it over to the grey box on the card into the used position. They also have a die that were previously placed on Cook#4 which also now becomes rotated.&amp;lt;br /&amp;gt;&lt;br /&gt;
As a reward, they select the Cook#3 reward and re-roll 2 of their other dice that are yet to be used.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Pass.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
	When you choose to pass, restart the Player Round with your opponent now being the active player. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=22698</id>
		<title>Gamehelprolledwest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=22698"/>
		<updated>2024-09-23T08:56:08Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are first spent from the rolled resources then the banked resources.&lt;br /&gt;
&lt;br /&gt;
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.&lt;br /&gt;
&lt;br /&gt;
===  AREAS: ===&lt;br /&gt;
Boomtown - (Top Left) - 3x3 grid of special bonus. Use only once per turn.&lt;br /&gt;
&lt;br /&gt;
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.&lt;br /&gt;
&lt;br /&gt;
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.&lt;br /&gt;
&lt;br /&gt;
Claims - (Bottom) - Spend 1-2 wood to make camp/settlement. After you choose the terrain. 1 wood (camp), 2 wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.&lt;br /&gt;
&lt;br /&gt;
=== TURN: ===&lt;br /&gt;
Roll 4 dice.&lt;br /&gt;
&lt;br /&gt;
Choose Terrain: Select 1 dice as the terrain for a possible advancement on the &#039;Claims&#039; track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).&lt;br /&gt;
&lt;br /&gt;
Main Phase where you can use your dice and any previously banked resources.&lt;br /&gt;
&lt;br /&gt;
-- You may bank at most 1 dice in this phase to add to your banked resources.&lt;br /&gt;
&lt;br /&gt;
=== OPPONENTS TURN: ===&lt;br /&gt;
- You get to bank 1 of the dice to add to your banked resources. Either copy a dice from the player to your left, or from your right, but just 1 dice total per round. There is an automated UI feature for this, if you prefer to automatically make this decision.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=21721</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=21721"/>
		<updated>2024-06-30T22:09:59Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Pieces and movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a bishop in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:commander.png|Commander]]&amp;lt;/div&amp;gt; &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:infantry.png|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:tank.png|Tank]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| T &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:militia.png|Militia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:engineer.png|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:artillery.png|Artillery]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:aa.png|Anti-Aircraft]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:missile.png|Missile]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquarters&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.25);width:50px;height:50px;&amp;quot;&amp;gt;[[File:hq.png|Headquarters]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Does not move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:plane.png|Airforce]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| &amp;lt;div style=&amp;quot;transform-origin:top left;transform:scale(0.125);width:50px;height:50px;&amp;quot;&amp;gt;[[File:navy.png|Navy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes &#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039; Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039; Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching its target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.&lt;br /&gt;
&lt;br /&gt;
[[File:4planes.png]]&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during its own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039; Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
When a land piece captures a &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy at sea (not the coast), it must stay where it is. &lt;br /&gt;
When a &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy captures a land piece in-land (not the coast), it must stay where it is. &lt;br /&gt;
If navy/land piece capture is at coast position, then the captured piece is replaced as usual.  &lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039; Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039; Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039; Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039; Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039; Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039; Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039; Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039; Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039; Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039; Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039; Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039; Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039; Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039; Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039; Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039; Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039; Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039; Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039; Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes himself to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it is possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&amp;diff=20183</id>
		<title>Gamehelpauntiemildred</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&amp;diff=20183"/>
		<updated>2024-02-23T00:08:51Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;Overview&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
This is a competitive 1-versus-1, dice placement game for 2 players. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The aim of the game is to score 3 Victory Dice before your opponent. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Players take turns performing actions with their dice trying to score points and improve their position by gaining special abilities on the task cards.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Cookie Points Scoring, Victory Dice and Winning.&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are a few different ways you may score cookies. When doing so, you should increase the value of the black cookie die as much as possible but not beyond 6.&lt;br /&gt;
If the cookie die reaches 6 you score a Victory Die, the player must take any one of their dice (usually a die that has just been used to score) and place the die into a victory die space. Afterwards&lt;br /&gt;
reset the black cookie die to 1. If a player places their 3rd die into a victory point space then they win the game immediately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Clarification:&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Excess points scored that take the cookie die beyond 6 are lost.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some card abilities allow a player to directly score a victory point dice, if so the black cookie die remains untouched.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Dice spots and scallywags&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All cards have square spots to place your dice. These are worker placement spots and always have a border of the player colour to match the colour of your dice. &lt;br /&gt;
 The Indulgency cards require multiple dice. The player ability cards have multiple spots but maybe used&lt;br /&gt;
one-at-a-time.&amp;lt;br /&amp;gt;&lt;br /&gt;
You may place a die onto a set of task cards, and later activate this scallywag die by sliding the die to the grey square &#039;spot&#039; which is rotated 45 degrees. You gain the associated reward as printed on the card.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Tasks: Always, Wakeup and Reward effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If you have a die on a task card then you can use the effect during your turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
ALWAYS: This type of effect occurs when appropriate, the die does not need to be activated (put into the used position) &amp;lt;br /&amp;gt;&lt;br /&gt;
WAKEUP: Activate this die during the WAKEUP phase to use this ability. e.g. use LAUNDRY#4 and place all LAUNDRY dice into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
REWARD. Activate this ability during the ACTION phase. Place all the dice into the used position for this chore. e.g. use DIY#3 and place all DIY dice into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--div style=&amp;quot;margin-top:1200px; display: block;&amp;quot; / --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;How to Play&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
To decide which player goes first, each player shakes their dice, the player with the lowest total value starts on their first Player Round at Phase3:ACTION.&lt;br /&gt;
For the player starting last on their first turn only, they may choose to keep these dice values or shake for their Phase2:SHAKE.&amp;lt;br /&amp;gt;&lt;br /&gt;
One player will be the active player for a complete Player Round, performing all of the phases detailed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the player has completed all the phases their opponent then starts a new Player Round and becomes the active player.&amp;lt;br /&amp;gt;&lt;br /&gt;
A player wins immediately when they score their 3rd Victory Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Player Round&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase1: WAKEUP&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Perform all the steps below in any order, if required you may also repeat any step more than once. This is to stop a player being penalised for forgetting a particular step or playing them in the wrong order.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whenever you remove dice, then place them into your dice pool ready to be later rolled and used in the action phase.&amp;lt;br /&amp;gt;&lt;br /&gt;
Each step is optional, unless stated as mandatory.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol type=&amp;quot;A&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;MANDATORY: Remove all your dodge dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; &lt;br /&gt;
Resolve Combat by evaluating the number slot on your PRANK card versus the number slot on your opponent&#039;s DODGE card.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the PRANK is higher, then the opponent must lose 1 point on their black cookie die. Note, it&#039;s not possible to go below 1. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the player has a die on a LAUNDRY task card, then the opponent must defend in this situation due to the ALWAYS effect and having only 1 point on their black cookie die. Failure to lose a cookie point, means they lose a victory point die instead. Failure to do that, you automatically win the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
If instead the active player has the same prank or lower then nothing happens. The opponent successfully dodges.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards simply remove the PRANK dice and place them in your used dice pool.&amp;lt;br /&amp;gt;&lt;br /&gt;
This action is optional, you may leave your prank dice alone, ready for the next round.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Score Indulgency dice: You remove dice from an Indulgency card and place the dice into your used dice pool. You may only score cookies if your dice are greater in value than any dice your opponent may have on the same card, otherwise you do not score any cookies.&amp;lt;br /&amp;gt;&lt;br /&gt;
To clarify for the full house card, first compare the value of the row of 3, followed by the row of 2. e.g. 44422 beats 33366. The same is true for the 2 rows of 3 indulgency.&amp;lt;br /&amp;gt;&lt;br /&gt;
With LAUNDRY#1 ALWAYS effect you may also score when you have exactly tied values with your opponent.&amp;lt;br /&amp;gt;&lt;br /&gt;
You may repeat this action for other dice you may have on Indulgency cards.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Remove all your task card scallywag dice, if each set is on or beyond the &#039;GOAL LINE&#039;, you gain 2 Victory dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;You may only perform this step once per turn:&amp;lt;br /&amp;gt; &lt;br /&gt;
Straighten all your scallywag dice on Task cards. Place them back onto your player colour spots.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards you may perform any WAKEUP abilities, REWARD actions require the player to place the die back into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
The WAKEUP ALWAYS ability on COOK#1 does not require the die to become used.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Collect as many of your dice as you wish from around the table and place them into your dice pool. You may only have 1 scallywag die left on a particular set of Task cards. For example, &lt;br /&gt;
on a previous turn you may have placed 4 dice, a 1,2,3 and 4 onto the DIY tasks, you must now collect the 1,2,3 dice and place them into your dice pool. This is mandatory.&amp;lt;br /&amp;gt;&lt;br /&gt;
For all the other dice you have, it&#039;s NOT mandatory you take back the dice into your dice pool, but it&#039;s almost always beneficial to do so. &lt;br /&gt;
For example, the player may wish to block an indulgency card by not scoring and leaving the dice there, or if the player cannot score they may want to try and wait until the next round to do so.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase2: SHAKE&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Shake all of your dice in the dice pool. You may now use them 1 at a time or as part of a group in the following action phase.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase3: ACTION&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each die or group of dice may perform an action, a player may also activate their scallywag dice on task cards to gain rewards. The player is not limited to the order in which they can take the following actions.&amp;lt;br /&amp;gt;&lt;br /&gt;
The player may take these actions for as many times as they have available dice and action spots before they end their turn and pass to the opponent.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Player Abilities.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There are 2 modify spots on your dice pool card. Place a die into a free spot, and change a different die value in your pool by plus or minus 1. You may change a 1 value into a 6 or a 6 into a 1.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Prank / Dodge.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You may place &amp;lt;b&amp;gt;ANY&amp;lt;/b&amp;gt; valued die into these spots. Place the first die into the 1 slot, the 2nd die into the 2 slot, etc. &amp;lt;i&amp;gt;You do not place a 4 straight into the slot 4 postion.&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
Other abilities may add dice, this is only possible if you already have at least 1 actual die here. Simply move the die into the next appropriate available slot.&amp;lt;br /&amp;gt; &lt;br /&gt;
E.G. Task LAUNDRY#3 allows the player to add 1 prank die. The player moves a previously placed die in the 1 slot and moves it into the 2 slot.&amp;lt;br /&amp;gt; &lt;br /&gt;
For visual clarity, you may change the value of the die to match its slot position.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Indulgency Cards.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Place a group of dice on an Indulgency card that match the requirements. &amp;lt;br /&amp;gt;E.G. The &#039;Full House&#039; requires 5 dice comprising of 3 dice of the same value and a further 2 dice of a different value.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Scallywagging, doing new tasks.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Place a die onto one of the task cards. You must match the value with level of the card. The first die to be placed must have a value of 1, and subsequent dice must be a value 1 higher than previously played.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is the first scallywag die with a value of 1 on a set of task cards then place it in the straightened position.&amp;lt;br/&amp;gt;&lt;br /&gt;
These dice are referred to as scallywag dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
E.G. A player already has a 3 die value placed on the Clean#3 task card. They repeat this action twice and the player places a 4 value die onto the Clean#4 and a 5 value die onto the Clean#5 task card.&amp;lt;br /&amp;gt; &lt;br /&gt;
When placing a die of value 2 or higher, place the new die in the same orientation as the die 1 lower, either straightened or used.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Doing a task and getting a reward.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
A player will normally only be able to perform one task from each set.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Player may move a previously placed scallywag die on a task card, and move it from the straightened position to the used position, repeat this for all other dice on task cards of this set.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards take the reward from that set on a task card of equal or lesser value.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
E.G. A player takes the 5 valued scallywag die on the Cook#5, rotates the die 45 degrees and slides it over to the grey box on the card into the used position. They also have a die that were previously placed on Cook#4 which also now becomes rotated.&amp;lt;br /&amp;gt;&lt;br /&gt;
As a reward, they select the Cook#3 reward and re-roll 2 of their other dice that are yet to be used.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Pass.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
	When you choose to pass, restart the Player Round with your opponent now being the active player. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&amp;diff=20174</id>
		<title>Gamehelpauntiemildred</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpauntiemildred&amp;diff=20174"/>
		<updated>2024-02-21T22:51:12Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: Created page with &amp;quot;&amp;lt;h3&amp;gt;Overview&amp;lt;/h3&amp;gt; &amp;lt;p&amp;gt; This is a competitive 1-versus-1, dice placement game for 2 players.  &amp;lt;br /&amp;gt; The aim of the game is to score 3 Victory Dice before your opponent.  &amp;lt;br /&amp;gt; Players take turns performing actions with their dice trying to score points and improve their position by gaining special abilities on the task cards.&amp;lt;br /&amp;gt; &amp;lt;/p&amp;gt;  &amp;lt;h3&amp;gt;Introduction&amp;lt;/h3&amp;gt; &amp;lt;p&amp;gt;Your mad as a box of frogs Auntie Mildred has just passed away. This is devastating news as she made the best...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;Overview&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
This is a competitive 1-versus-1, dice placement game for 2 players. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The aim of the game is to score 3 Victory Dice before your opponent. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Players take turns performing actions with their dice trying to score points and improve their position by gaining special abilities on the task cards.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Introduction&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Your mad as a box of frogs Auntie Mildred has just passed away. This is devastating news as she made the best cookies this side of Shrewsbury. &lt;br /&gt;
Her inheritance includes a long list of random tasks.&lt;br /&gt;
You need to perform these tasks to get your grubby little hands on her ingredients, recipe and instructions for the oven.&lt;br /&gt;
Put it all together and you can bake the best batch of cookies in the galaxy to win over Beatrice - the girl of your dreams, secure the job of a lifetime and save your soul from eternal damnation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This may sound stupid, because all board game themes are stupid. This is no dragons and wizards fighting over which train to take gold to the land of victory points. No, heavenly cookies and hugs from grandma are infinitely more important. And it&#039;s time you found out.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Cookie Points Scoring, Victory Dice and Winning.&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are a few different ways you may score cookies. When doing so, you should increase the value of the black cookie die as much as possible but not beyond 6.&lt;br /&gt;
If the cookie die reaches 6 you score a Victory Die, the player must take any one of their dice (usually a die that has just been used to score) and place the die into a victory die space. Afterwards&lt;br /&gt;
reset the black cookie die to 1. If a player places their 3rd die into a victory points space then they win the game immediately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Clarification:&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Excess points scored that take the cookie die beyond 6 are lost.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some card abilities allow a player to directly score a victory point dice, if so the black cookie die remains untouched.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Dice spots and scallywags&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All cards have square spots to place your dice. These are worker placement spots and always have a border of the player colour to match the colour of your dice. &lt;br /&gt;
 The Indulgency cards require multiple dice. The player ability cards have multilple spots but maybe used&lt;br /&gt;
one-at-a-time.&amp;lt;br /&amp;gt;&lt;br /&gt;
You may place a die onto a set of task cards, and later activate this scallywag die by sliding the die to the grey square &#039;spot&#039; which is rotated 45 degrees. You gain the associated reward as printed on the card.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanism: Tasks: Always, Wakeup and Reward effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If you have a die on a task card then you can use the effect during your turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
ALWAYS: This type of effect occurs when approripate, the die does not need to be activated (put into the used position) &amp;lt;br /&amp;gt;&lt;br /&gt;
WAKEUP: Actiavte this die during the WAKEUP phase to use this ability. e.g. use LAUNDRY#4 and place all LAUNDRY dice into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
REWARD. Actiavte this ability during the ACTION phase. Place all the dice into the used poistion for this chore. e.g. use DIY#3 and place all DIY dice into the used position.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--div style=&amp;quot;margin-top:1200px; display: block;&amp;quot; / --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;How to Play&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
To decide which player goes first, each player shakes their dice, the player with the lowest total value starts on their first Player Round at Phase3:ACTION.&lt;br /&gt;
For the player starting last on their first turn only, they may choose to keep these dice values or shake for their Phase2:SHAKE.&amp;lt;br /&amp;gt;&lt;br /&gt;
One player will be the active player for a complete Player Round, performing all of the phases detailed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the player has completed all the phases their opponent then starts a new Player Round and becomes the active player.&amp;lt;br /&amp;gt;&lt;br /&gt;
A player wins immediately when they score their 3rd Victory Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Player Round&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase1: WAKEUP&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Perform all the steps below in any order, if required you may also repeat any step more than once. This is to stop a player being penalised for forgetting a particular step or playing them in the wrong order.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol type=&amp;quot;A&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Resolve Combat by evaluating the number of dice on your PRANK card versus the number of dice on your opponent&#039;s DODGE card.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the PRANK has higher slot position than the oppoents DODGE, then the opponent must lose 1 point on their black cookie die. Note, it&#039;s not possible to go below 1. &amp;lt;br /&amp;gt;&lt;br /&gt;
If the player has a die on a LAUNDRY task card, then the opponent must defend in this situation due to the ALWAYS effect and having only 1 point on their black cookie die. Failure to lose a cookie point, means they lose a victory point die instead. Failure to do that, you automatically win the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the active player has the same or fewer dice then nothing happens.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards simply remove the PRANK dice and place them in your used dice pool.&amp;lt;br /&amp;gt;&lt;br /&gt;
This action is optional, you may leave your prank dice alone, ready for the next round.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Score Indulgency dice. You MAY remove dice from an Indulgency card and place the dice into your used dice pool. You may only score cookies if your dice are greater in value than any dice your opponent may have on the same card.&amp;lt;br /&amp;gt;&lt;br /&gt;
With LAUNDRY#1 always effect you may also score when you have tied values with your opponent.&amp;lt;br /&amp;gt;&lt;br /&gt;
You may repeat this action for other dice you many have on Indulgency cards.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Remove all you task card scallywag dice, if each set is on or beyond the &#039;GOAL LINE&#039;, you gain 2 Victory dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Straighten all your scallywag dice on Task cards. Place them back onto your player colour spots. Perform any WAKEUP abilities, these require the player to place the die into the used position and some of the abilities may require the dice to be removed.&lt;br /&gt;
(You may only perform this step once per turn).&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Collect as many of your dice as you wish from around the table and place them into your dice pool. You may only have 1 scallywag die left on a particular set of Task cards. For example, &lt;br /&gt;
on a previous turn you may have placed 4 dice, a 1,2,3 and 4 onto the DIY tasks, you must now collect the 1,2,3 dice and place them into your dice pool.&amp;lt;br /&amp;gt;&lt;br /&gt;
For all the other dice you have, it&#039;s NOT mandatory you take back the dice into your dice pool, but it&#039;s almost always beneficial to do so. &lt;br /&gt;
For example, the player may wish to block an indulgency card by not scoring and leaving the dice there, or if the player cannot score they may want to try and wait until the next round to do so.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase2: SHAKE&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Shake all of your dice in the dice pool. You may now use them 1 at a time or as part of a group in the following action phase.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Phase3: ACTION&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each die or group of dice may perform an action, a player may also activate their scallywag dice on task cards to gain rewards. The player is not limited to the order in which they can take the following actions.&amp;lt;br /&amp;gt;&lt;br /&gt;
The player may take these actions for as many times as they have available dice and action spots before they end their turn and pass to the opponent.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Player Abilities.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There are 2 modify spots on your dice pool card. Place a die into a free spot, and change a different die value in your pool by plus or minus 1. You may change a 1 value into a 6 or a 6 into a 1.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Prank / Dodge.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You may place &amp;lt;b&amp;gt;ANY&amp;lt;/b&amp;gt; valued die into these spots. Place the first die into the 1 slot, the 2nd die into the 2 slot, etc. &amp;lt;i&amp;gt;You do not place a 4 straight into the slot 4 postion.&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
Other abilities may add dice, this is only possible if you already have at least 1 actual die here. Simply move the die into the next appropriate available slot.&amp;lt;br /&amp;gt; &lt;br /&gt;
E.G. Task LAUNDRY#3 allows the player to add 1 prank die. The player moves a previously placed die in the 1 slot and moves it into the 2 slot.&amp;lt;br /&amp;gt; &lt;br /&gt;
For visual calirity, you may change the value of the die to match it&#039;s slot position.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Indulgency Cards.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Place a group of dice on an Indulgency card that match the requirements. &amp;lt;br /&amp;gt;E.G. The &#039;Full House&#039; requires 5 dice comprising of 3 dice of the same value and a further 2 dice of a different value.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Scallywagging, doing new tasks.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Place a die onto one of the task cards. You must match the value with level of the card. The first die to be placed must have a value of 1, and subsequent dice must be a value 1 higher than previously played.&amp;lt;br /&amp;gt; &lt;br /&gt;
If this is the first scallywag die with a value of 1 on a set of taks cards then place it in the straightened position.&amp;lt;br/&amp;gt;&lt;br /&gt;
These dice are referred to as scallywag dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
E.G. A player already has a 3 die value placed on the Clean#3 task card. They repeat this action twice and the player places a 4 value die onto the Clean#4 and a 5 value die onto the Clean#5 task card.&amp;lt;br /&amp;gt; &lt;br /&gt;
When placing a die of value 2 or higher, place the new die in the same orientation as the die 1 lower, either straighetned or used.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Doing a task and getting a reward.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
A player will normally only be able to perform one task from each set.&amp;lt;br /&amp;gt;&lt;br /&gt;
A Player may move a previously placed scallywag die on a task card, and move it from the straightened position to the used position, repeat this for all other dice on task cards of this set.&amp;lt;br /&amp;gt;&lt;br /&gt;
Afterwards take the reward from that set on a task card of equal or lesser value.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
E.G. A player takes the 5 valued scallywag die on the Cook#5, rotates the die 45 degrees and slides it over to the grey box on the card into the used position. They also have a die that were previously placed on Cook#4 which also now becomes rotated.&amp;lt;br /&amp;gt;&lt;br /&gt;
As a reward, they select the Cook#3 reward and re-roll 2 of their other dice that are yet to be used.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h5&amp;gt;ACTION: Pass.&amp;lt;/h5&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
	When you choose to pass, restart the Player Round with your opponent now being the active player. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=18026</id>
		<title>Gamehelprolledwest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=18026"/>
		<updated>2023-09-12T15:39:39Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* AREAS: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are first spent from the rolled resources then the banked resources.&lt;br /&gt;
&lt;br /&gt;
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.&lt;br /&gt;
&lt;br /&gt;
===  AREAS: ===&lt;br /&gt;
Boomtown - (Top Left) - 3x3 grid of special bonus. Use only once per turn.&lt;br /&gt;
&lt;br /&gt;
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.&lt;br /&gt;
&lt;br /&gt;
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.&lt;br /&gt;
&lt;br /&gt;
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.&lt;br /&gt;
&lt;br /&gt;
=== TURN: ===&lt;br /&gt;
Roll 4 dice.&lt;br /&gt;
&lt;br /&gt;
Choose Terrain: Select 1 dice as the terrain for a possible advancement on the &#039;Claims&#039; track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).&lt;br /&gt;
&lt;br /&gt;
Main Phase where you can use your dice and any previously banked resources.&lt;br /&gt;
&lt;br /&gt;
-- You may bank at most 1 dice in this phase to add to your banked resources.&lt;br /&gt;
&lt;br /&gt;
=== OPPONENTS TURN: ===&lt;br /&gt;
- You get to bank 1 of the dice to add to your banked resources. Either copy a dice from the player to your left, or from your right, but just 1 dice total per round. There is an automated UI feature for this, if you prefer to automatically make this decision.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17994</id>
		<title>Gamehelprolledwest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17994"/>
		<updated>2023-09-09T20:25:51Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are first spent from the rolled resources then the banked resources.&lt;br /&gt;
&lt;br /&gt;
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.&lt;br /&gt;
&lt;br /&gt;
===  AREAS: ===&lt;br /&gt;
Boomtown - (Top Left) - 3x3 grid of special bonus.&lt;br /&gt;
&lt;br /&gt;
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.&lt;br /&gt;
&lt;br /&gt;
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.&lt;br /&gt;
&lt;br /&gt;
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.&lt;br /&gt;
&lt;br /&gt;
=== TURN: ===&lt;br /&gt;
Roll 4 dice.&lt;br /&gt;
&lt;br /&gt;
Choose Terrain: Select 1 dice as the terrain for a possible advancement on the &#039;Claims&#039; track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).&lt;br /&gt;
&lt;br /&gt;
Main Phase where you can use your dice and any previously banked resources.&lt;br /&gt;
&lt;br /&gt;
-- You may bank at most 1 dice in this phase to add to your banked resources.&lt;br /&gt;
&lt;br /&gt;
=== OPPONENTS TURN: ===&lt;br /&gt;
- You get to bank 1 of the dice to add to your banked resources. Either copy a dice from the player to your left, or from your right, but just 1 dice total per round. There is an automated UI feature for this, if you prefer to automatically make this decision.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17952</id>
		<title>Gamehelprolledwest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17952"/>
		<updated>2023-09-04T10:09:34Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are first spent from the rolled resources then the banked resources.&lt;br /&gt;
&lt;br /&gt;
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.&lt;br /&gt;
&lt;br /&gt;
===  AREAS: ===&lt;br /&gt;
Boomtown - (Top Left) - 3x3 grid of special bonus.&lt;br /&gt;
&lt;br /&gt;
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.&lt;br /&gt;
&lt;br /&gt;
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.&lt;br /&gt;
&lt;br /&gt;
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.&lt;br /&gt;
&lt;br /&gt;
=== TURN: ===&lt;br /&gt;
- Roll 4 dice.&lt;br /&gt;
&lt;br /&gt;
- Choose Terrain: Select 1 dice as the terrain for a possible advancement on the &#039;Claims&#039; track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).&lt;br /&gt;
&lt;br /&gt;
- Main Phase where you can use your dice and any previously banked resources.&lt;br /&gt;
&lt;br /&gt;
-- You may bank at most 1 dice in this phase to add to your banked resources.&lt;br /&gt;
&lt;br /&gt;
=== OPPONENTS TURN: ===&lt;br /&gt;
- You get to bank 1 of the dice to add to your banked resources. There is an automated UI feature for this, if you prefer to automatically make this decision.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17951</id>
		<title>Gamehelprolledwest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17951"/>
		<updated>2023-09-04T10:09:10Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: AREAS and TURN description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are first spent from the rolled resources then the banked resources.&lt;br /&gt;
&lt;br /&gt;
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.&lt;br /&gt;
&lt;br /&gt;
===  AREAS: ===&lt;br /&gt;
Boomtown - (Top Left) - 3x3 grid of special bonus.&lt;br /&gt;
&lt;br /&gt;
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot. The higher (top) bonus is available only to the player that first reaches this place. The lower bonus goes to all other players reaching this point.&lt;br /&gt;
&lt;br /&gt;
Contracts - (Middle Row) - Spend various copper, silver, gold. 5 Gold for 15 points being the highest. All contracts are unique so only can be claimed by 1 player in the whole game.&lt;br /&gt;
&lt;br /&gt;
Claims - (Bottom) - Spend wood to make camp/settlement. 1 Extra wood (camp), 2 Extra wood (settlement). The far right of this track show bonus for coming 1st (top) and 2nd (bottom). Numbers on the track denote an immediate score.&lt;br /&gt;
&lt;br /&gt;
=== TURN: ===&lt;br /&gt;
- Roll 4 dice.&lt;br /&gt;
&lt;br /&gt;
- Choose Terrain: Select 1 dice as the terrain for a possible advancement on the &#039;Claims&#039; track using additional wood. 1 Extra wood (camp), 2 Extra wood (settlement).&lt;br /&gt;
&lt;br /&gt;
- Main Phase where you can use your dice and any previously banked resources.&lt;br /&gt;
&lt;br /&gt;
-- You may bank at most 1 dice in this phase to add to your banked resources.&lt;br /&gt;
&lt;br /&gt;
OPPONENTS TURN:&lt;br /&gt;
&lt;br /&gt;
- You get to bank 1 of the dice to add to your banked resources. There is an automated UI feature for this, if you prefer to automatically make this decision.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17950</id>
		<title>Gamehelprolledwest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprolledwest&amp;diff=17950"/>
		<updated>2023-09-04T09:19:57Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are first spent from the rolled resources then the banked resources.&lt;br /&gt;
&lt;br /&gt;
The dice are 12 sided with 4 copper, 3 wood, 3 silver, and 2 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AREAS:&lt;br /&gt;
&lt;br /&gt;
Boomtown - (Top Left) - 3x3 grid of special bonus.&lt;br /&gt;
&lt;br /&gt;
Shipping - (Top Right) - Bonus for the 3rd and final 5th spot.&lt;br /&gt;
&lt;br /&gt;
Contracts - (Middle Row) - Spend various copper,silver, gold. 5 Gold for 15 points being the highest.&lt;br /&gt;
&lt;br /&gt;
Claims - (Bottom) - Spend wood to make camp/settlement.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=17710</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=17710"/>
		<updated>2023-08-02T21:06:32Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Auctions for Drafting Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical &#039;&#039;&#039;automatic&#039;&#039;&#039; auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, they&#039;ll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to their maximum bid. They&#039;ll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a game log auction example for a 3 player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In summary&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
PLAYER_A  wins IVITS for 11, their maximum bid was 27 for IVITS, &lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins AMBAS for 0, their maximum bid was 10 for IVITS, 8 for AMBAS.&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins TERRANS for 6, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;some notable example lines from the log are:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;code&amp;gt;bids for factions start at 0, so a faction that haven&#039;t been bid on yet are essentially at -1VP for the calculation.&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS, because 9&amp;gt;7 : AMBAS:8--1= &#039;&#039;&#039;9&#039;&#039;&#039; &amp;gt; IVITS:10-3=&#039;&#039;&#039;7&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;code&amp;gt;explanation: AMBAS: 8(PlayerB max bid for Ambas) - -1(current bid for Ambas) = 9 &amp;gt; IVITS: 10(PlayerB max bid for Ivits) - 3 (current bid for Ivits) =11&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS, because 12&amp;gt;11 : AMBAS:12-0=&#039;&#039;&#039;12&#039;&#039;&#039; &amp;gt; IVITS:16-5=&#039;&#039;&#039;11&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;small&amp;gt;explanation: AMBAS: 12(PlayerC max bid for Ambas) - 0(current bid for Ambas) = 12 &amp;gt; IVITS: 16(PlayerC max bid for Ivits) - 5 (current bid for Ivits) =11&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Actual Log:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will automatically bid on the faction with the greatest gap between its current bid and the player&#039;s maximum bid&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B&#039;s max bid of 10.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A wins the auction for [IVITS], spending [VP11]&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins the auction for [TERRANS], spending [VP0]&lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins the auction for [AMBAS], spending [VP6]&lt;br /&gt;
&lt;br /&gt;
All players receive [VP11] to ensure every player starts with at least 10 VP&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=17709</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=17709"/>
		<updated>2023-08-02T21:02:39Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Auctions for Drafting Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical &#039;&#039;&#039;automatic&#039;&#039;&#039; auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, they&#039;ll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to their maximum bid. They&#039;ll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a game log auction example for a 3 player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In summary&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
PLAYER_A  wins IVITS for 11, their maximum bid was 27 for IVITS, &lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins AMBAS for 0, their maximum bid was 10 for IVITS, 8 for AMBAS.&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins TERRANS for 6, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;some notable example lines from the log are:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;bids for factions start at 0, so a faction that haven&#039;t been bid on yet are essentially at -1VP for the calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS, because AMBAS:8--1= &#039;&#039;&#039;9&#039;&#039;&#039; &amp;gt; IVITS:10-3=&#039;&#039;&#039;7&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AMBAS: 8(PlayerB max bid for Ambas) - -1(current bid for Ambas) = 9 &amp;gt; IVITS: 10(PlayerB max bid for Ivits) - 3 (current bid for Ivits) =11&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS, because AMBAS:12-0=&#039;&#039;&#039;12&#039;&#039;&#039; &amp;gt; IVITS:16-5=&#039;&#039;&#039;11&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AMBAS: 12(PlayerC max bid for Ambas) - 0(current bid for Ambas) = &#039;&#039;&#039;12&#039;&#039;&#039; &amp;gt; IVITS: 16(PlayerC max bid for Ivits) - 5 (current bid for Ivits) =&#039;&#039;&#039;11&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Actual Log:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will automatically bid on the faction with the greatest gap between its current bid and the player&#039;s maximum bid&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B&#039;s max bid of 10.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A wins the auction for [IVITS], spending [VP11]&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins the auction for [TERRANS], spending [VP0]&lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins the auction for [AMBAS], spending [VP6]&lt;br /&gt;
&lt;br /&gt;
All players receive [VP11] to ensure every player starts with at least 10 VP&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=17708</id>
		<title>Gamehelpgaiaproject</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgaiaproject&amp;diff=17708"/>
		<updated>2023-08-02T20:40:05Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Auctions for Drafting Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical &#039;&#039;&#039;automatic&#039;&#039;&#039; auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, they&#039;ll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to their maximum bid. They&#039;ll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a game log auction example for a 3 player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In summary&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
PLAYER_A  wins IVITS for 11, their maximum bid was 27 for IVITS, &lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins AMBAS for 0, their maximum bid was 10 for IVITS, 8 for AMBAS.&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins TERRANS for 6, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;some notable example lines from the log are:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS (needs a bid of 4 to win), because AMBAS:8-0=8 &amp;gt; IVITS:10-4=6.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS (needs a bid of 6 to win), because AMBAS:12-1=11 &amp;gt; IVITS:16-6=10.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Actual Log:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will automatically bid on the faction with the greatest gap between its current bid and the player&#039;s maximum bid&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B&#039;s max bid of 10.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A wins the auction for [IVITS], spending [VP11]&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins the auction for [TERRANS], spending [VP0]&lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins the auction for [AMBAS], spending [VP6]&lt;br /&gt;
&lt;br /&gt;
All players receive [VP11] to ensure every player starts with at least 10 VP&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyfarms&amp;diff=15747</id>
		<title>Gamehelptinyfarms</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyfarms&amp;diff=15747"/>
		<updated>2023-01-16T14:34:23Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Each player places animals in their two farms, red and blue, over 10 rounds to gain the most points.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
During a round, dice (equal to the number of players +1) are rolled. On your turn pick a die and move a farmer meeple clockwise that number of spaces and collect the two animals depicted on the space that you land on. If you move the red farmer, you place the animals on your red farm. If you move the blue farmer, you place the animals on your blue farm.&lt;br /&gt;
&lt;br /&gt;
Farmers may not share the same space. If the number on the chosen die would land you on the other farmer&#039;s spot, you land one space farther.&lt;br /&gt;
&lt;br /&gt;
A round ends once each player has placed two animals. With the remaining die, rotate the top wheel clockwise the number of spaces equal to the die value.&lt;br /&gt;
&lt;br /&gt;
==Milk==&lt;br /&gt;
You have the option to spend milk to change the number on the die to be a lower or higher number. Each player starts with 3 milk cartons and any milk remaining by the end of the game is 1 point each.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
===Milk===&lt;br /&gt;
1 point per milk remaining&lt;br /&gt;
===Balance===&lt;br /&gt;
Aim to have an equal number of animals across your farms. Any difference in numbers is minus points. For example if you have 10 animals on your red farm and 8 animals on your blue farm, you will get -2 points.&lt;br /&gt;
===Animals===&lt;br /&gt;
Some animals are scored per farm:&lt;br /&gt;
&lt;br /&gt;
*1 pig = 1 point&lt;br /&gt;
*2 pigs = 6 points (orthogonally adjacent)&lt;br /&gt;
*1 sheep = 0 points&lt;br /&gt;
*2 sheep = 2 points (orthogonally adjacent)&lt;br /&gt;
*3 sheep = 12 points (orthogonally adjacent)&lt;br /&gt;
*Each chicken = 2 points&lt;br /&gt;
*Cows and calves (orthogonally adjacent) are multiplied, e.g. 2 cows x 4 calves = 8 points. (N.B. Calf tiles have 2 calves on them!), so this example is 2 cow tokens and 2 calf tokens.&lt;br /&gt;
&lt;br /&gt;
Other animals are scored across both farms:&lt;br /&gt;
&lt;br /&gt;
*Whoever has most horses gets 10 points. The player with the second most gets 6 points (0 points in a 2-player game). In the case of a draw both players get 10 points and second place points do not apply.&lt;br /&gt;
*Forest friends (all other animals) give you 1/4/8/12/18 points per set of unique animals&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyoxii&amp;diff=15605</id>
		<title>Gamehelpyoxii</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyoxii&amp;diff=15605"/>
		<updated>2022-12-24T16:51:00Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: Created page with &amp;quot;===YOXII=== (2 players, from 8 years old)  ===COMPONENTS=== 1 board with 37 squares 18 «White» pieces with values 1, 2, 3 and 4 18 «Red» pieces with values 1, 2, 3 and 4 1 «Totem» piece  ===GAME PURPOSE=== To encircle the Totem and get more points than your opponent in the final count.  ===SET UP=== Place the board between the two players and place the Totem on the center square. Players choose 18 pieces of one color and place them in front of them.  ===HOW TO PLAY...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===YOXII===&lt;br /&gt;
(2 players, from 8 years old)&lt;br /&gt;
&lt;br /&gt;
===COMPONENTS===&lt;br /&gt;
1 board with 37 squares&lt;br /&gt;
18 «White» pieces with values 1, 2, 3 and 4&lt;br /&gt;
18 «Red» pieces with values 1, 2, 3 and 4&lt;br /&gt;
1 «Totem» piece&lt;br /&gt;
&lt;br /&gt;
===GAME PURPOSE===&lt;br /&gt;
To encircle the Totem and get more points&lt;br /&gt;
than your opponent in the final count.&lt;br /&gt;
&lt;br /&gt;
===SET UP===&lt;br /&gt;
Place the board between the two players and&lt;br /&gt;
place the Totem on the center square. Players&lt;br /&gt;
choose 18 pieces of one color and place them&lt;br /&gt;
in front of them.&lt;br /&gt;
&lt;br /&gt;
===HOW TO PLAY===&lt;br /&gt;
The player with the white pieces plays first.&lt;br /&gt;
Players take turns moving the Totem on the&lt;br /&gt;
board and then placing one of their pieces&lt;br /&gt;
around it until it is completely surrounded and&lt;br /&gt;
immobilized.&lt;br /&gt;
&lt;br /&gt;
===MOVING WITH THE TOTEM===&lt;br /&gt;
Each player in turn moves the Totem one&lt;br /&gt;
square directly around it in any direction as&lt;br /&gt;
long as the destination square is free.&lt;br /&gt;
Then they place one of their pieces on another&lt;br /&gt;
free square around the new position of the&lt;br /&gt;
Totem before handing over to the opponent.&lt;br /&gt;
Players can move the Totem several squares&lt;br /&gt;
by jumping over their own pieces, only if&lt;br /&gt;
they form a continuous line (diagonal or&lt;br /&gt;
orthogonal) leading to a free square (it is&lt;br /&gt;
therefore also possible to jump over only one&lt;br /&gt;
piece further if it leads to a free square).&lt;br /&gt;
It is forbidden to jump over the pieces of the&lt;br /&gt;
opponent’s color.&lt;br /&gt;
&lt;br /&gt;
===POSITIONING OF PIECES===&lt;br /&gt;
Each time a player has moved the Totem, they&lt;br /&gt;
must place one of their pieces (of any value)&lt;br /&gt;
on one of the free squares directly around it (8&lt;br /&gt;
squares maximum).&lt;br /&gt;
The value of the pieces played is chosen by the&lt;br /&gt;
players according to the strategy they choose&lt;br /&gt;
to adopt.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL CASE===&lt;br /&gt;
When a player has just moved the Totem and&lt;br /&gt;
all the squares around it are occupied, they&lt;br /&gt;
must play one of their pieces on any other&lt;br /&gt;
available square of the board.&lt;br /&gt;
&lt;br /&gt;
===END OF THE GAME===&lt;br /&gt;
The game ends when a player can no&lt;br /&gt;
longer move the Totem (at this point, the&lt;br /&gt;
Totem must be encircled). Each player&lt;br /&gt;
then calculates the total value of the pieces&lt;br /&gt;
surrounding the Totem (8 pieces in total).&lt;br /&gt;
The player with the most points wins the&lt;br /&gt;
game.&lt;br /&gt;
&lt;br /&gt;
===GAME ENDS IN A TIE===&lt;br /&gt;
If both players have the same score when&lt;br /&gt;
the Totem is encircled, the player with the&lt;br /&gt;
most pawns of his color wins the game.&lt;br /&gt;
If both score and color are equal, the game&lt;br /&gt;
ends in a tie.&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagricola&amp;diff=15064</id>
		<title>Gamehelpagricola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagricola&amp;diff=15064"/>
		<updated>2022-10-13T13:46:34Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Harvest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
Welcome to the farm! In Agricola, you&#039;ll play as a family of farmers over the course of 14 rounds, steadily building up a mostly empty space into a vibrant farm full of grains, vegetables, and animals, as well as improve the living conditions of your family. Players assign their workers to various spaces on the action board to perform various actions to gather resources or improve your farm, most of which will be used to score points, but periodically, players need to pay food to support the family. The player with the most points after 14 rounds wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
Each player has access to various resources, including:&lt;br /&gt;
* Food, needed to feed your family periodically&lt;br /&gt;
* Wood, needed to build fences, stables, and many improvements&lt;br /&gt;
* Clay, needed to build most major improvements&lt;br /&gt;
* Stone, needed to build other major improvements&lt;br /&gt;
* Reed, needed for some improvements and home renovations&lt;br /&gt;
* Grain and vegetables, which can be planted in your farm&lt;br /&gt;
* A hand of cards, consisting of 7 minor improvements and 7 occupations&lt;br /&gt;
* Workers, represented by meeples. You start the game with 2 of these - the rest can be earned during the game.&lt;br /&gt;
&lt;br /&gt;
Each player also has a board representing their farm, which contains:&lt;br /&gt;
* Your home, represented by different tiles. Your home size and what material it&#039;s made of limits the size of your family and scores you additional points at the end of the game.&lt;br /&gt;
* Fields. Grains and vegetables can be planted on these and are picked up during the harvest phase.&lt;br /&gt;
* Pastures and the animals housing them. Pastures are separated by fences, and animals inside them can be cooked for food or held onto for points.&lt;br /&gt;
* Any played improvements or occupations, most of which give various abilities, actions, or scoring opportunities as described on them.&lt;br /&gt;
&lt;br /&gt;
The central board contains the following:&lt;br /&gt;
* The actions players can take. Note that each round, a new action will be added to this, in a loose order.&lt;br /&gt;
* The available major improvements. There are 10 improvement cards that can be built by different players, most of which center on collecting or converting food.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Agricola takes place over the course of 14 rounds. At the beginning of each round, some spaces are stocked with resources, even if they already had resources from a previous round. A new action is added to the board - these new actions are loosely randomized by being sorted into 6 phases, then randomized within each phase. Then each player, starting with whoever has the first player token and proceeding clockwise around the table, takes a turn by placing one of their family members on a particular space, then immediately performing that action. Players can also, as a free action, organize their farm or make certain conversions as described on various improvements. Once they have finished resolving this action, it&#039;s the next player&#039;s turn. Players continue doing this until all players have placed all available workers. After certain rounds, a harvest phase happens. Then, a new round starts.&lt;br /&gt;
&lt;br /&gt;
=== Starting Actions ===&lt;br /&gt;
These actions are available from the start of the game:&lt;br /&gt;
* Farm Expansion: Pay 2 reed and 5 of whatever material your house is currently made of (wood by default, to build a new room to your home. This new room must be connected to an existing room. Additionally, you can build a stable on any unoccupied space or a pasture. This stable can hold one animal, or doubles the capacity of an existing pasture.&lt;br /&gt;
* Meeting Place: Take the starting player token. This means you will be the first player to take actions in the next round. This is the only way this token moves - if no one takes this action in a particular round, the same player remains the first player again. Additionally, you may play one minor improvement card from your hand by paying the cost on it.&lt;br /&gt;
* Grain Seeds: Gain 1 grain.&lt;br /&gt;
* Farmland: Add one field to your farm. This field must be adjacent to at least one other field (if any exist).&lt;br /&gt;
* Lessons: Play an occupation card from your hand. The first of these cards is free, but all others cost 1 food.&lt;br /&gt;
* Day Laborer: Gain 2 food.&lt;br /&gt;
* Forest: This space accumulates 3 wood at the beginning of each round. Gain all wood on it.&lt;br /&gt;
* Clay Pit: This space accumulates 1 clay at the beginning of each round. Gain all clay on it.&lt;br /&gt;
* Reed Bank: This space accumulates 1 reed at the beginning of each round. Gain all reed on it.&lt;br /&gt;
* Fishing: This space accumulates 1 food at the beginning of each round. Gain all food on it.&lt;br /&gt;
(Other spaces may be available based on the player count.)&lt;br /&gt;
&lt;br /&gt;
=== Actions In Phase 1 ===&lt;br /&gt;
These actions will be added at some point in rounds 1 through 4, but the exact order they appear will be random.&lt;br /&gt;
* Improvements: Gain 1 major or minor improvement by paying its cost.&lt;br /&gt;
* Fencing: Pay any number of wood to build the same number of fences, thus giving you pastures to house animals. You must completely enclose all spaces to be used as pastures this way.&lt;br /&gt;
* Sheep Market: This space accumulates 1 sheep at the beginning of each round. Gain all sheep on it.&lt;br /&gt;
* Grain Utilization: Sow any number of grains or vegetables in any empty fields. If you place a grain in a field, immediately add two more grains on the same field; you will receive one of them each harvest phase. Vegetables work the same way, except you only add one more vegetable to each field. Additionally, you may bake bread by converting grain to food; any cards that allow you to do this will tell you how much food you get this way.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 2 ===&lt;br /&gt;
These actions will be added at some point in rounds 5 through 7, also in a random order.&lt;br /&gt;
* Western Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.&lt;br /&gt;
* House Redevelopment: Upgrade a wooden house to a clay house, or a clay house to a stone house. To do this, pay 1 reed and 1 of whatever material you are upgrading to per room in your house. You must be able to upgrade the entire house - you can&#039;t upgrade individual rooms. Additionally, you may build a major or minor improvement after completing this.&lt;br /&gt;
* Wish For Children: Add a new worker to your family. This can&#039;t cause you to have more family members than rooms in your house. This worker will be able to take actions in the following round.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 3 ===&lt;br /&gt;
These actions will be added at some point in rounds 8 and 9, in a random order.&lt;br /&gt;
* Vegetable Seeds: Gain 1 vegetable.&lt;br /&gt;
* Pig Market: This space accumulates 1 pig at the beginning of each round. Gain all pigs on it.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 4 ===&lt;br /&gt;
These actions will be added at some point in round 10 and 11, in a random order.&lt;br /&gt;
* Eastern Quarry: This space accumulates 1 stone at the beginning of each round. Gain all stone on it.&lt;br /&gt;
* Cattle Market: This space accumulates 1 cow at the beginning of each round. Gain all cows on it.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 5 ===&lt;br /&gt;
These actions will be added at some point in round 12 and 13, in a random order.&lt;br /&gt;
* Cultivation: Place one field in your farm, then sow any number of fields as you would have in Grain Utilization.&lt;br /&gt;
* Urgent Wish For Children: Add a new worker to your family. This works the same way as Wish For Children, except that the requirement about rooms in your house is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Actions in Phase 6 ===&lt;br /&gt;
This action will be added in round 14.&lt;br /&gt;
* Farm Redevelopment: Upgrade your house, then build fences. All rules House Redevelopment and Fencing apply.&lt;br /&gt;
&lt;br /&gt;
=== Harvest ===&lt;br /&gt;
A harvest phase happens immediately after each phase (that is, after rounds 4, 7, 9, 11, 13, and 14). In each harvest, the following things happen in order:&lt;br /&gt;
* FIELD PHASE: Each player takes one grain or vegetable from each field.&lt;br /&gt;
* FEEDING PHASE: Each player pays 2 food for each worker (3 in the solo game, or just 1 if the worker was just added this round and never took an action). Players may freely perform any free actions or exchanges to meet this cost. For each food players are unable to pay, they take a Beggar card, worth -3 points at the end of the game.&lt;br /&gt;
* BREEDING PHASE: If you have at least 2 sheep, pigs, or cows, you gain a new animal of that type. You may immediately rearrange any animals in your farm to place these, but may not convert these to food.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
The game ends after the 14th round and its attached harvest phase. After that, players score for their farm.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
              -1 point    1 point    2 points  3 points    4 points &lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
 Field Tiles |   0-1    |    2     |    3     |    4     |     5+   |&lt;br /&gt;
 Pastures    |    0     |    1     |    2     |    3     |     4+   |&lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
 Grain       |    0     |   1-3    |   4-5    |   6-7    |     8+   |&lt;br /&gt;
 Vegetables  |    0     |    1     |    2     |    3     |     4+   |&lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
 Sheep       |    0     |   1-3    |   4-5    |   6-7    |     8+   |&lt;br /&gt;
 Wild Boar   |    0     |   1-2    |   3-4    |   5-6    |     7+   |&lt;br /&gt;
 Cattle      |    0     |    1     |   2-3    |   4-5    |     6+   |&lt;br /&gt;
             |----------|----------|----------|----------|----------| &lt;br /&gt;
&lt;br /&gt;
               _________________________________________________&lt;br /&gt;
               |                                                |&lt;br /&gt;
               | -1 point per unused space in the Farmyard      |         &lt;br /&gt;
               |  1 point per fenced stable &amp;amp; per Clay hut room |&lt;br /&gt;
               |  2 points per Stone house room                 |&lt;br /&gt;
               |  3 points per family member                    |&lt;br /&gt;
               |                                                |&lt;br /&gt;
               | -3 points per begging token                    |&lt;br /&gt;
               |  _ points printed on cards                     |&lt;br /&gt;
               |  _ bonus points                                |&lt;br /&gt;
               |                                                |&lt;br /&gt;
               -------------------------------------------------&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13983</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13983"/>
		<updated>2022-07-14T14:22:22Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (an empty div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;image_items_per_row&#039;&#039;&#039;&lt;br /&gt;
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 4;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add/Remove items ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be tracked individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAllTo( to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemById(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the Stock item with the id in parameter&lt;br /&gt;
ex : return the object { type:1,  id:  1001 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the &#039;&#039;&#039;selectionClass&#039;&#039;&#039; attribute. You can also override the default class in the css file for your game but beware of the &#039;&#039;&#039;!important&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name, item_id )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nota bene: &lt;br /&gt;
- The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
- The &amp;quot;item_id&amp;quot; argument is the stock ID (index) of the stock item that has just been selected/unselected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updateDisplay(from)&#039;&#039;&#039;&lt;br /&gt;
Update the display completely (if &#039;from&#039; is defined: moves new items from this location).&lt;br /&gt;
&lt;br /&gt;
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.updateDisplay();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Be careful with object initialisers with variables, use the bracket notation.&lt;br /&gt;
    // Item type 1 gets a new weight of 10&lt;br /&gt;
    var card_type = 1;&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { [card_type]: 10 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;centerItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center the stock items in the middle of the stock container.&lt;br /&gt;
e.g. this.myStock.centerItems = true; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;autowidth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly&lt;br /&gt;
   mystock.autowidth = true;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resizeItems( width, height, background_width, background_height )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
background_width is an optional argument.&lt;br /&gt;
&lt;br /&gt;
background_height is an optional argument.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; stock.resizeItems(100, 120, 150, 170);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customize apperance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extraClasses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.&lt;br /&gt;
&lt;br /&gt;
  this.playerHand.extraClasses=&#039;mycard&#039;;&lt;br /&gt;
&lt;br /&gt;
Note that it is the same list for all items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemDelete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Function handler called when div is removed&lt;br /&gt;
&lt;br /&gt;
   this.myStock.onItemDelete = (card_div, card_type_id, card_id) =&amp;gt; { console.log(&amp;quot;card deleted from myStock: &amp;quot;+card_id); };&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to &amp;quot;reveal&amp;quot; card from player hand and it is not an interface element you can set from to be &#039;player_board_&#039;+activePlayerId (where activePlayerId is player who played that card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;. Note: do NOT set the &#039;to&#039; argument in this call, otherwise you&#039;ll get two animations.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
==== Incorrectly displayed sprites on Safari ====&lt;br /&gt;
&lt;br /&gt;
As mentioned above, stock displays its images using &amp;quot;sprites&amp;quot; consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.&lt;br /&gt;
&lt;br /&gt;
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of &#039;game_interface_width&#039; is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.&lt;br /&gt;
&lt;br /&gt;
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify &amp;quot;background-size: 2800% 500%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13982</id>
		<title>Stock</title>
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		<updated>2022-07-14T14:21:55Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (an empty div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;image_items_per_row&#039;&#039;&#039;&lt;br /&gt;
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 4;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add/Remove items ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be tracked individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAllTo( to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemById(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the Stock item with the id in parameter&lt;br /&gt;
ex : return the object { type:1,  id:  1001 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the &#039;&#039;&#039;selectionClass&#039;&#039;&#039; attribute. You can also override the default class in the css file for your game but beware of the &#039;&#039;&#039;!important&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name, item_id )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nota bene: &lt;br /&gt;
- The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
- The &amp;quot;item_id&amp;quot; argument is the stock ID (index) of the stock item that has just been selected/unselected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updateDisplay(from)&#039;&#039;&#039;&lt;br /&gt;
Update the display completely (if &#039;from&#039; is defined: moves new items from this location).&lt;br /&gt;
&lt;br /&gt;
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.updateDisplay();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Be careful with object initialisers with variables, use the bracket notation.&lt;br /&gt;
    // Item type 1 gets a new weight of 10&lt;br /&gt;
    var card_type = 1;&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { [card_type]: 10 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;centerItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center the stock items in the middle of the stock container.&lt;br /&gt;
e.g. this.myStock.centerItems = true; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;autowidth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly&lt;br /&gt;
   mystock.autowidth = true;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resizeItems( width, height, background_width, background_height )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
background_width is an optional argument.&lt;br /&gt;
background_height is an optional argument.&lt;br /&gt;
&amp;lt;pre&amp;gt; stock.resizeItems(100, 120, 150, 170);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customize apperance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extraClasses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.&lt;br /&gt;
&lt;br /&gt;
  this.playerHand.extraClasses=&#039;mycard&#039;;&lt;br /&gt;
&lt;br /&gt;
Note that it is the same list for all items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemDelete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Function handler called when div is removed&lt;br /&gt;
&lt;br /&gt;
   this.myStock.onItemDelete = (card_div, card_type_id, card_id) =&amp;gt; { console.log(&amp;quot;card deleted from myStock: &amp;quot;+card_id); };&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to &amp;quot;reveal&amp;quot; card from player hand and it is not an interface element you can set from to be &#039;player_board_&#039;+activePlayerId (where activePlayerId is player who played that card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;. Note: do NOT set the &#039;to&#039; argument in this call, otherwise you&#039;ll get two animations.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
==== Incorrectly displayed sprites on Safari ====&lt;br /&gt;
&lt;br /&gt;
As mentioned above, stock displays its images using &amp;quot;sprites&amp;quot; consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.&lt;br /&gt;
&lt;br /&gt;
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of &#039;game_interface_width&#039; is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.&lt;br /&gt;
&lt;br /&gt;
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify &amp;quot;background-size: 2800% 500%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13981</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13981"/>
		<updated>2022-07-14T14:20:49Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (an empty div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;image_items_per_row&#039;&#039;&#039;&lt;br /&gt;
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 4;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add/Remove items ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be tracked individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAllTo( to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemById(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the Stock item with the id in parameter&lt;br /&gt;
ex : return the object { type:1,  id:  1001 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the &#039;&#039;&#039;selectionClass&#039;&#039;&#039; attribute. You can also override the default class in the css file for your game but beware of the &#039;&#039;&#039;!important&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name, item_id )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nota bene: &lt;br /&gt;
- The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
- The &amp;quot;item_id&amp;quot; argument is the stock ID (index) of the stock item that has just been selected/unselected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updateDisplay(from)&#039;&#039;&#039;&lt;br /&gt;
Update the display completely (if &#039;from&#039; is defined: moves new items from this location).&lt;br /&gt;
&lt;br /&gt;
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.updateDisplay();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Be careful with object initialisers with variables, use the bracket notation.&lt;br /&gt;
    // Item type 1 gets a new weight of 10&lt;br /&gt;
    var card_type = 1;&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { [card_type]: 10 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;centerItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center the stock items in the middle of the stock container.&lt;br /&gt;
e.g. this.myStock.centerItems = true; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;autowidth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly&lt;br /&gt;
   mystock.autowidth = true;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resizeItems( width, height, background_width, background_height )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; stock.resizeItems(100, 120, 150, 170);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
background_width, background_height are optional arguments.&lt;br /&gt;
&lt;br /&gt;
=== Customize apperance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extraClasses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.&lt;br /&gt;
&lt;br /&gt;
  this.playerHand.extraClasses=&#039;mycard&#039;;&lt;br /&gt;
&lt;br /&gt;
Note that it is the same list for all items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemDelete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Function handler called when div is removed&lt;br /&gt;
&lt;br /&gt;
   this.myStock.onItemDelete = (card_div, card_type_id, card_id) =&amp;gt; { console.log(&amp;quot;card deleted from myStock: &amp;quot;+card_id); };&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to &amp;quot;reveal&amp;quot; card from player hand and it is not an interface element you can set from to be &#039;player_board_&#039;+activePlayerId (where activePlayerId is player who played that card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;. Note: do NOT set the &#039;to&#039; argument in this call, otherwise you&#039;ll get two animations.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
==== Incorrectly displayed sprites on Safari ====&lt;br /&gt;
&lt;br /&gt;
As mentioned above, stock displays its images using &amp;quot;sprites&amp;quot; consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.&lt;br /&gt;
&lt;br /&gt;
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of &#039;game_interface_width&#039; is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.&lt;br /&gt;
&lt;br /&gt;
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify &amp;quot;background-size: 2800% 500%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13980</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13980"/>
		<updated>2022-07-14T14:16:52Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (an empty div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;image_items_per_row&#039;&#039;&#039;&lt;br /&gt;
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 4;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add/Remove items ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be tracked individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAllTo( to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemById(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the Stock item with the id in parameter&lt;br /&gt;
ex : return the object { type:1,  id:  1001 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the &#039;&#039;&#039;selectionClass&#039;&#039;&#039; attribute. You can also override the default class in the css file for your game but beware of the &#039;&#039;&#039;!important&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name, item_id )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nota bene: &lt;br /&gt;
- The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
- The &amp;quot;item_id&amp;quot; argument is the stock ID (index) of the stock item that has just been selected/unselected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updateDisplay(from)&#039;&#039;&#039;&lt;br /&gt;
Update the display completely (if &#039;from&#039; is defined: moves new items from this location).&lt;br /&gt;
&lt;br /&gt;
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.updateDisplay();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Be careful with object initialisers with variables, use the bracket notation.&lt;br /&gt;
    // Item type 1 gets a new weight of 10&lt;br /&gt;
    var card_type = 1;&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { [card_type]: 10 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;centerItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center the stock items in the middle of the stock container.&lt;br /&gt;
e.g. this.myStock.centerItems = true; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;autowidth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly&lt;br /&gt;
   mystock.autowidth = true;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resizeItems( width, height, background-width, background-height )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; stock.resizeItems(100, 120, 150, 170);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customize apperance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extraClasses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.&lt;br /&gt;
&lt;br /&gt;
  this.playerHand.extraClasses=&#039;mycard&#039;;&lt;br /&gt;
&lt;br /&gt;
Note that it is the same list for all items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemDelete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Function handler called when div is removed&lt;br /&gt;
&lt;br /&gt;
   this.myStock.onItemDelete = (card_div, card_type_id, card_id) =&amp;gt; { console.log(&amp;quot;card deleted from myStock: &amp;quot;+card_id); };&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to &amp;quot;reveal&amp;quot; card from player hand and it is not an interface element you can set from to be &#039;player_board_&#039;+activePlayerId (where activePlayerId is player who played that card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;. Note: do NOT set the &#039;to&#039; argument in this call, otherwise you&#039;ll get two animations.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
==== Incorrectly displayed sprites on Safari ====&lt;br /&gt;
&lt;br /&gt;
As mentioned above, stock displays its images using &amp;quot;sprites&amp;quot; consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.&lt;br /&gt;
&lt;br /&gt;
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of &#039;game_interface_width&#039; is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.&lt;br /&gt;
&lt;br /&gt;
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify &amp;quot;background-size: 2800% 500%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13979</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13979"/>
		<updated>2022-07-14T14:15:15Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (an empty div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;image_items_per_row&#039;&#039;&#039;&lt;br /&gt;
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 4;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add/Remove items ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be tracked individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAllTo( to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemById(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the Stock item with the id in parameter&lt;br /&gt;
ex : return the object { type:1,  id:  1001 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the &#039;&#039;&#039;selectionClass&#039;&#039;&#039; attribute. You can also override the default class in the css file for your game but beware of the &#039;&#039;&#039;!important&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name, item_id )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nota bene: &lt;br /&gt;
- The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
- The &amp;quot;item_id&amp;quot; argument is the stock ID (index) of the stock item that has just been selected/unselected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updateDisplay(from)&#039;&#039;&#039;&lt;br /&gt;
Update the display completely (if &#039;from&#039; is defined: moves new items from this location).&lt;br /&gt;
&lt;br /&gt;
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.updateDisplay();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Be careful with object initialisers with variables, use the bracket notation.&lt;br /&gt;
    // Item type 1 gets a new weight of 10&lt;br /&gt;
    var card_type = 1;&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { [card_type]: 10 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;centerItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center the stock items in the middle of the stock container.&lt;br /&gt;
e.g. this.myStock.centerItems = true; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;autowidth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly&lt;br /&gt;
   mystock.autowidth = true;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resizeItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; stock.resizeItems(width, height, background-width, background-height);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customize apperance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extraClasses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.&lt;br /&gt;
&lt;br /&gt;
  this.playerHand.extraClasses=&#039;mycard&#039;;&lt;br /&gt;
&lt;br /&gt;
Note that it is the same list for all items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemDelete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Function handler called when div is removed&lt;br /&gt;
&lt;br /&gt;
   this.myStock.onItemDelete = (card_div, card_type_id, card_id) =&amp;gt; { console.log(&amp;quot;card deleted from myStock: &amp;quot;+card_id); };&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to &amp;quot;reveal&amp;quot; card from player hand and it is not an interface element you can set from to be &#039;player_board_&#039;+activePlayerId (where activePlayerId is player who played that card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;. Note: do NOT set the &#039;to&#039; argument in this call, otherwise you&#039;ll get two animations.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
==== Incorrectly displayed sprites on Safari ====&lt;br /&gt;
&lt;br /&gt;
As mentioned above, stock displays its images using &amp;quot;sprites&amp;quot; consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.&lt;br /&gt;
&lt;br /&gt;
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of &#039;game_interface_width&#039; is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.&lt;br /&gt;
&lt;br /&gt;
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify &amp;quot;background-size: 2800% 500%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13978</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Stock&amp;diff=13978"/>
		<updated>2022-07-14T14:13:32Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (an empty div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* {int} type: id of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* {int} weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* {string} image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite, see image_items_per_row below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;image_items_per_row&#039;&#039;&#039;&lt;br /&gt;
Class member to set number of columns in css sprite (or how many items per row). I.e. if you sprite is 4 cards horizontally and 6 vertically, you have to set it to 4.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 4;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add/Remove items ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be tracked individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to, noupdate )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;to&#039; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the Stock slides to this HTML element before it disappears. Note that this method does not expose the associated animation object, however, so it&#039;s not possible to trigger other actions when it finishes, for example. If you need to do that, use Dojo&#039;s slideToObject() instead.&lt;br /&gt;
&lt;br /&gt;
&#039;noupdate&#039; is an optional parameter. If set to &amp;quot;true&amp;quot; it will prevent the Stock display from changing. This is useful when multiple (but not all) items are removed at the same time, to avoid ghost items appearing briefly. If you pass noupdate you have to call updateDisplay() after all items are removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAllTo( to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock slides to this HTML element before it disappears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Getters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemById(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the Stock item with the id in parameter&lt;br /&gt;
ex : return the object { type:1,  id:  1001 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). The name of the class can be changed by using the &#039;&#039;&#039;selectionClass&#039;&#039;&#039; attribute. You can also override the default class in the css file for your game but beware of the &#039;&#039;&#039;!important&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name, item_id )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nota bene: &lt;br /&gt;
- The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
- The &amp;quot;item_id&amp;quot; argument is the stock ID (index) of the stock item that has just been selected/unselected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
Note: it is the same as updateDisplay() without arugment, not sure why there are two methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updateDisplay(from)&#039;&#039;&#039;&lt;br /&gt;
Update the display completely (if &#039;from&#039; is defined: moves new items from this location).&lt;br /&gt;
&lt;br /&gt;
Example code if you change the underlying stock item, or otherwise want to make the stock item refresh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.updateDisplay();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Be careful with object initialisers with variables, use the bracket notation.&lt;br /&gt;
    // Item type 1 gets a new weight of 10&lt;br /&gt;
    var card_type = 1;&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { [card_type]: 10 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;centerItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Center the stock items in the middle of the stock container.&lt;br /&gt;
e.g. this.myStock.centerItems = true; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;autowidth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stock does not play well if you attempt to inline-block it with other blocks, to fix that you have to set this flag which will calculate width properly&lt;br /&gt;
   mystock.autowidth = true;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resizeItems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
resizeItems(width, height, &amp;lt;background-width&amp;gt;, &amp;lt;background-height&amp;gt;);&lt;br /&gt;
&lt;br /&gt;
=== Customize apperance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;extraClasses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can be set to a list of class names (separated by space) on stock object, so when div is created these are added, i.e.&lt;br /&gt;
&lt;br /&gt;
  this.playerHand.extraClasses=&#039;mycard&#039;;&lt;br /&gt;
&lt;br /&gt;
Note that it is the same list for all items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemDelete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Function handler called when div is removed&lt;br /&gt;
&lt;br /&gt;
   this.myStock.onItemDelete = (card_div, card_type_id, card_id) =&amp;gt; { console.log(&amp;quot;card deleted from myStock: &amp;quot;+card_id); };&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from (i.e. div id). For example if you want to &amp;quot;reveal&amp;quot; card from player hand and it is not an interface element you can set from to be &#039;player_board_&#039;+activePlayerId (where activePlayerId is player who played that card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;. Note: do NOT set the &#039;to&#039; argument in this call, otherwise you&#039;ll get two animations.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
==== Incorrectly displayed sprites on Safari ====&lt;br /&gt;
&lt;br /&gt;
As mentioned above, stock displays its images using &amp;quot;sprites&amp;quot; consisting of a portion of a larger image. To accomplish this, it uses the CSS background-position attribute in negative multiples of 100%. For example, the first element of the first row would be 0% 0%. The second element of the first row would be -100% 0%, etc.&lt;br /&gt;
&lt;br /&gt;
This works fine except in Safari, which sometimes slightly modifies the width of elements at smaller screen sizes (usually when minimum width of &#039;game_interface_width&#039; is not null) in game. For example, you might get a ~49.99px x ~49.99px div instead of the 50px x 50px specified by CSS width/height. Combined with using percentages in background-position, this can cause sprites to be slightly off-center.&lt;br /&gt;
&lt;br /&gt;
Using pixels in background-position is probably the easiest way to fix this problem, but that would require modifying the stock code itself. As a developer, you can also work around the problem by specifying a background-size attribute based on the size in elements of your source image. For example, if you have a source image that contains 5 rows of 28 sprites, you should specify &amp;quot;background-size: 2800% 500%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can add background-size to your stock items by using the extraClasses attribute as explained above and then specifying the values in your game.css file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=13663</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=13663"/>
		<updated>2022-06-20T09:21:35Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.&lt;br /&gt;
&lt;br /&gt;
[[File:4planes.png]]&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
When a land piece captures a &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy at sea (not the coast), it must stay where it is. &lt;br /&gt;
When a &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy captures a land piece in-land (not the coast), it must stay where it is. &lt;br /&gt;
If navy/land piece capture is at coast position, then the captured piece is replaced as usual.  &lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=13662</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=13662"/>
		<updated>2022-06-20T09:17:59Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.&lt;br /&gt;
&lt;br /&gt;
[[File:4planes.png]]&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
When a land piece captures a &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy, it must stay where it is. When a &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy captures a land piece, in-land they can stay where they are. But if navy captures a land piece at coast position, it must be most there and replace the captured piece.  &lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=13661</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=13661"/>
		<updated>2022-06-20T09:14:26Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.&lt;br /&gt;
&lt;br /&gt;
[[File:4planes.png]]&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a land piece captures a &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy, it must stay where it is. When a &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy captures a land piece, in-land they can stay where they are. But if navy captures a land piece at coast position, it must be most there and replace the captured piece.  &lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12581</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12581"/>
		<updated>2022-04-09T12:26:20Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Airspace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.&lt;br /&gt;
&lt;br /&gt;
[[File:4planes.png]]&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:4planes.png&amp;diff=12580</id>
		<title>File:4planes.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:4planes.png&amp;diff=12580"/>
		<updated>2022-04-09T12:25:16Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12579</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12579"/>
		<updated>2022-04-09T12:22:39Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.&lt;br /&gt;
[[File:4planes.png]]&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12578</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12578"/>
		<updated>2022-04-09T12:21:20Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Airspace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range; But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze. Please see image for cases of 2 Aa pieces.&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12300</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12300"/>
		<updated>2022-03-15T11:19:17Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Examples of unusual play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
Pieces join together to form a single ring-of-fire(ROF).&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze.&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12299</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12299"/>
		<updated>2022-03-15T11:13:19Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Pieces and movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| E &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
Pieces join together to form a single ring-of-fire(ROF).&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze.&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039; Anti-aircraft and &#039;&#039;&#039;[Ms]&#039;&#039;&#039; Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12298</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12298"/>
		<updated>2022-03-15T11:09:13Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Examples of unusual play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
Pieces join together to form a single ring-of-fire(ROF).&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze.&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other carried stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039; Anti-aircraft and &#039;&#039;&#039;[Ms]&#039;&#039;&#039; Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12297</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12297"/>
		<updated>2022-03-15T11:07:43Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Pieces and movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| A, Aa, Ms &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
Pieces join together to form a single ring-of-fire(ROF).&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze.&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039; Anti-aircraft and &#039;&#039;&#039;[Ms]&#039;&#039;&#039; Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12296</id>
		<title>Gamehelpcommanderchess</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcommanderchess&amp;diff=12296"/>
		<updated>2022-03-15T11:03:34Z</updated>

		<summary type="html">&lt;p&gt;RicardoRix: /* Pieces and movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description == &lt;br /&gt;
Commander Chess, or Cờ tư lệnh (literally &amp;quot;Chess Command&amp;quot;) is a xiangqi variant created by Hải Quý Nguyễn.&lt;br /&gt;
&lt;br /&gt;
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. It is played on the vertices of the grid. The board is divided into two land territories by a river in the middle of the board. The three files on one side of the board form the sea.&lt;br /&gt;
&lt;br /&gt;
== Object of the game ==&lt;br /&gt;
To win you must capture the opponent&#039;s Commander, or all units of a single division of the opponent&#039;s army:&lt;br /&gt;
*Sea - Both Navy ships. 2 pieces total.&lt;br /&gt;
*Land - Artillery, Tanks, Infantry. 6 pieces total.&lt;br /&gt;
*Air - Both Planes. 2 pieces total.&lt;br /&gt;
*Commander - 1 piece total.&lt;br /&gt;
&lt;br /&gt;
== Pieces and movement ==&lt;br /&gt;
&lt;br /&gt;
* All pieces have a range of movement. For example if a piece has a range of 3, then it may move 1, 2 or 3 spaces.&lt;br /&gt;
* All pieces move orthogonally (like a castle in standard chess), and some also move diagonally (like a queen in standard chess). &lt;br /&gt;
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
* Normally pieces block other pieces from moving but some pieces can Jump over other pieces.&lt;br /&gt;
* Some pieces can carry other pieces, a piece will embark onto the carrier and share the same location. Either piece can move to the other piece. See &#039;Stack moves&#039;.&lt;br /&gt;
* Anti-Aircraft pieces provide a Ring-of-fire range. See &#039;Airspace&#039; for more details. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Commander &lt;br /&gt;
| [[File:commander.png|50px]] &lt;br /&gt;
| C &lt;br /&gt;
| Land &lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af,HQ&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| If captured you lose. &lt;br /&gt;
Cannot goes past opponents C line-of-sight, and if you open a direct line-of-sight then you immediately lose. &lt;br /&gt;
If opponents pieces place the commander in check they gain &#039;hero&#039; status. &lt;br /&gt;
The commander has protection inside the HQ from pieces[In,M,Aa,Ms].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Infantry &lt;br /&gt;
| [[File:infantry.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tank&lt;br /&gt;
| [[File:tank.png|50px]] &lt;br /&gt;
| I &lt;br /&gt;
| Land &lt;br /&gt;
| 2 &lt;br /&gt;
| - &lt;br /&gt;
| C,In,M &lt;br /&gt;
| N,Af&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| Only 1 tank maybe carried by a Navy on Plane. &lt;br /&gt;
May only carry 1 Infantry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Militia&lt;br /&gt;
| [[File:militia.png|50px]] &lt;br /&gt;
| M &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| T,N,Af&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| [[File:engineer.png|50px]] &lt;br /&gt;
| E &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| All &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| May carry all pieces, but only the single space across the river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Artillery&lt;br /&gt;
| [[File:artillery.png|50px]] &lt;br /&gt;
| A&lt;br /&gt;
| Land &lt;br /&gt;
| 3 &lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| to capture&lt;br /&gt;
| restriction &lt;br /&gt;
| -&lt;br /&gt;
| May jump over other pieces to capture.&lt;br /&gt;
May only cross the river at 2 BANK positions, but can capture and move across the sea.&lt;br /&gt;
May cross the sea if being carried.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Piece &lt;br /&gt;
! Image &lt;br /&gt;
! Letter &lt;br /&gt;
! Type &lt;br /&gt;
! Range &lt;br /&gt;
! Diagonal &lt;br /&gt;
! Carry &lt;br /&gt;
! Embark &lt;br /&gt;
! Jump &lt;br /&gt;
! River Bank&lt;br /&gt;
! ROF Range&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Aircraft&lt;br /&gt;
| [[File:aa.png|50px]] &lt;br /&gt;
| Aa&lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 1&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Missile &lt;br /&gt;
| [[File:missile.png|50px]] &lt;br /&gt;
| Ms &lt;br /&gt;
| Land &lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| restriction &lt;br /&gt;
| 2&lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
May only cross the river at 2 BANK positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headquaters&lt;br /&gt;
| [[File:hq.png|50px]] &lt;br /&gt;
| HQ &lt;br /&gt;
| Land &lt;br /&gt;
| 0 &lt;br /&gt;
| - &lt;br /&gt;
| C &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| Doesn&#039;t move. Protects commander against [In,M,Aa,Ms]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Airforce&lt;br /&gt;
| [[File:plane.png|50px]] &lt;br /&gt;
| Af &lt;br /&gt;
| Air &lt;br /&gt;
| 4 &lt;br /&gt;
| yes  &lt;br /&gt;
| T,In,M &lt;br /&gt;
| N&lt;br /&gt;
| yes &lt;br /&gt;
| - &lt;br /&gt;
| shot down&lt;br /&gt;
| May perform &#039;bombing&#039; on an opponents land and sea pieces (not Af) and return to original position. See &#039;Airspace&#039; for more details about being shot-down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Navy&lt;br /&gt;
| [[File:navy.png|50px]] &lt;br /&gt;
| N &lt;br /&gt;
| Sea &lt;br /&gt;
| 4 (3)&lt;br /&gt;
| yes  &lt;br /&gt;
| Af,T,In,M&lt;br /&gt;
| -&lt;br /&gt;
| yes &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| Anti-aircraft. May shoot down opponents plane. See &#039;Airspace&#039; for more details.&lt;br /&gt;
Cannot diagonally move across land, but can fire gun (range 3) onto land pieces. If it can legally move to capture a piece, it does.&lt;br /&gt;
May move into the river but may not move onto or passed the bank.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airspace==&lt;br /&gt;
When moving Planes&#039;&#039;&#039;[Af]&#039;&#039;&#039; may be shot down by the opponents anti-aircraft pieces.&lt;br /&gt;
 &lt;br /&gt;
Anti-Aircraft Pieces (range): &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile(2), &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-Aircraft(1), &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy(1). &lt;br /&gt;
&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;: this range a circular radius.&lt;br /&gt;
 &lt;br /&gt;
Pieces join together to form a single ring-of-fire(ROF).&lt;br /&gt;
 &lt;br /&gt;
A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF) area. Only when the plane leaves ROF or captures its target does it get shot down and removed from play. But if the plane leaves the ROF before reaching it&#039;s target then it will be shot down, and will be unsuccessful in performing kamikaze.&lt;br /&gt;
 &lt;br /&gt;
The last &#039;&#039;&#039;[Af]&#039;&#039;&#039; plane committing kamikaze against the opponents last &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy will win the game, even though the plane gets shot down.&lt;br /&gt;
 &lt;br /&gt;
A plane can get shot down during it&#039;s own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.&lt;br /&gt;
&lt;br /&gt;
==General rules==&lt;br /&gt;
Pieces capture as they move, and never jump, unless noted.&lt;br /&gt;
&lt;br /&gt;
Pieces can cross the river but not occupy sea points unless noted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece may not cut across land when moving diagonally.&lt;br /&gt;
&lt;br /&gt;
Pieces which check the opposing Commander are promoted, gaining &#039;hero&#039; status and gain special abilities.&lt;br /&gt;
&lt;br /&gt;
Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. &#039;&#039;&#039;[Af]&#039;&#039;&#039;Planes become stealth planes and are immune to ALL anti-aircraft.&lt;br /&gt;
&lt;br /&gt;
== Stack: Pieces that can carry other pieces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; are a group of pieces all at the same location. They may form groups of 2 or 3 pieces. &lt;br /&gt;
&lt;br /&gt;
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.&lt;br /&gt;
&lt;br /&gt;
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;3 pieces&#039;&#039;&#039; (1 carrier and 2 other pieces)&lt;br /&gt;
* &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank, &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane.&lt;br /&gt;
* &#039;&#039;&#039;[Af]&#039;&#039;&#039;Plane. May carry any combination of &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia, &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. &#039;&#039;&#039;but not 2 tanks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[T]&#039;&#039;&#039;Tank. May carry 1 &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry and 1 other piece. &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander, &#039;&#039;&#039;[In]&#039;&#039;&#039;Infantry, &#039;&#039;&#039;[M]&#039;&#039;&#039;Militia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stacks&#039;&#039;&#039; maximum group of &#039;&#039;&#039;2 pieces&#039;&#039;&#039; (1 carrier and 1 other piece):&lt;br /&gt;
* &#039;&#039;&#039;[HQ]&#039;&#039;&#039;Headquarters, may hold &#039;&#039;&#039;[C]&#039;&#039;&#039;Commander. &#039;&#039;&#039;HQ does not move&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[E]&#039;&#039;&#039;Engineer, may carry heavy weapons &#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039;Anti-aircraft, &#039;&#039;&#039;[Ms]&#039;&#039;&#039;Missile &#039;&#039;&#039;Also specifically must be carried across the river from one side to the other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of unusual play ==&lt;br /&gt;
Both navy and land pieces may be placed on the coast. A &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy has a gun and may capture a land piece, if it does then it will only capture and move if this land piece is on the coast, otherwise the &#039;&#039;&#039;[N]&#039;&#039;&#039;Navy piece will remain still and capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[E]&#039;&#039;&#039;Engineers may only carry pieces from the limited number of river bank spaces, and move just the 1 space across the river. All other stack movements with the engineer are not allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039;Artillery, &#039;&#039;&#039;[Aa]&#039;&#039;&#039; Anti-aircraft and &#039;&#039;&#039;[Ms]&#039;&#039;&#039; Missile may capture (shoot) across the river (but stay still) where normally they would not be able to cross the river.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery can only jump over pieces when capturing another piece. Otherwise, they cannot jump over pieces. &lt;br /&gt;
&lt;br /&gt;
On the Sea/Land border (coast) land pieces do not block the movement of a Navy piece and vice versa. So these pieces are not being jumped over. One is on land, the other is in the sea, but both are on the coast.&lt;br /&gt;
&lt;br /&gt;
A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).&lt;br /&gt;
&lt;br /&gt;
Pieces that can jump and are not blocked by ANY piece. &#039;&#039;&#039;[Af]&#039;&#039;&#039; Plane, &#039;&#039;&#039;[N]&#039;&#039;&#039; Navy and the Navy gun. &#039;&#039;&#039;[A]&#039;&#039;&#039; Artillery(but only when capturing),&lt;br /&gt;
&lt;br /&gt;
Without Enforce Check, it&#039;s possible to move into check, if you do this with your commander, then the opponents piece will become heroic.&lt;br /&gt;
&lt;br /&gt;
== User Interface ==&lt;br /&gt;
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moved as 1 group, if you would like to split up the pieces then user must select the pieces individually.&lt;br /&gt;
By selecting a box you will see the colour of the box change and the text. &lt;br /&gt;
&lt;br /&gt;
GREEN means this is the selected piece and the piece you are currently moving. &lt;br /&gt;
&lt;br /&gt;
RED   means this piece is being carried and will not move separately.&lt;br /&gt;
&lt;br /&gt;
GREY  means this piece will move later after you have moved the current GREEN (selected) piece.&lt;br /&gt;
&lt;br /&gt;
&#039;Stay&#039; will mean that the carried piece will disembark and stay in its current position.&lt;br /&gt;
&lt;br /&gt;
* When playing with &#039;Enforce check&#039; option a player needs to RESIGN if there are no playable moves.&lt;br /&gt;
&lt;br /&gt;
* There are various &#039;confirm&#039; options available from the context menu (3 lines, burger menu).&lt;br /&gt;
&lt;br /&gt;
* You can play with (0,0) always at the bottom, available from the context menu (3 lines, burger menu).&lt;/div&gt;</summary>
		<author><name>RicardoRix</name></author>
	</entry>
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