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		<summary type="html">&lt;p&gt;Rincevent123: /* Fast auction explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
Terra Mystica is a civilization building game for 2 to 5 players. At the beginning of the game, you&#039;ll choose a faction, each of which has its own separate home terrain and special abilities. As the game progresses, you&#039;ll terraform the land, build new buildings, and upgrade existing ones in order to collect more income and score more points. The player with the most points after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
Note that certain factions will change some of the rules here - exceptions and additions will be mentioned in parentheses and summarized at the end of this article.&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
At any given moment, each player will have the following resources:&lt;br /&gt;
* Workers, represented by white cubes. These are usually earned from dwellings and can be spent to build new buildings.&lt;br /&gt;
* Coins, represented by...well, coins. These are usually earned from trading posts and from taking bonus tiles not chosen by other players, and can be spent to build new buildings.&lt;br /&gt;
* Priests, represented by meeples. These are usually earned from temples and sanctuaries and can be spent to increase on the cult tracks and to upgrade your terraforming and shipping.&lt;br /&gt;
* Power, represented by purple discs. These are placed in three bowls, labeled I, II, and III. Power is typically gained from trading posts, strongholds, and as a side effect from other players building near you. When you gain power, you cycle it from bowl I to bowl II; if bowl I is empty, then you move from bowl II to bowl III. Only the power in bowl III can actually be spent, and doing so moves it back to bowl I. In other words, power needs to charge itself twice before it becomes usable.&lt;br /&gt;
&lt;br /&gt;
Players also have the following things in or near their faction boards:&lt;br /&gt;
* Buildings. The cost to build each building is given underneath it. When a building is in play, it exposes resources, which can then be earned during the income phase.&lt;br /&gt;
* The terrain cycle. Your faction&#039;s home terrain is pictured at the top, and all others in a circle around it, separated by shovels. Your buildings can only be placed in your faction&#039;s home terrain, and the closer another terrain is on this circle, the easier it is to terraform something into your home terrain.&lt;br /&gt;
* Your terraforming rating. The higher this is, the fewer workers are needed in order to terraform a space. (Darklings don&#039;t have this.)&lt;br /&gt;
* Your shipping rating. The higher this is, the more river spaces you can skip for the purposes of adjacency. (Dwarves and Fakirs don&#039;t have this.)&lt;br /&gt;
* Any other special abilities your faction may have. At minimum, you&#039;ll have one ability by default, and another when your stronghold is built. See the bottom of this article for more information on them.&lt;br /&gt;
&lt;br /&gt;
The board as a whole contains the following features:&lt;br /&gt;
* The game map.&lt;br /&gt;
* The round tracker. There are six rounds in the game, each represented by a tile. During each round, building a specific building or taking a specific action will award bonus points, and at the end of a round, you will receive an additional bonus based on how far you&#039;ve advanced on the cult tracks (except during the last round).&lt;br /&gt;
* Special powers. Each of these provides a bonus when used, and can be claimed by any player for the appropriate power cost. These can each be used once per round.&lt;br /&gt;
* The cult tracks. There are four cult tracks, fire, water, earth, and air. Players receive a bonus at the end of each round based on their progress here, and additional points for advancing the furthest at the end of the game.&lt;br /&gt;
* Bonus tiles. These are worth additional income or bonus points. At any given moment, each player will claim one of them, then exchange them when they pass for the round, so there will be three unclaimed ones to choose from.&lt;br /&gt;
* Divine favors. These are worth additional income, bonus points, and cult spaces, and are claimed on building a temple or sanctuary.&lt;br /&gt;
* Town tiles. These are worth bonus points and some other one-time bonus, and are claimed when a player builds a town.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Before the game begins, in addition to segments automated by BGA, each player does the following:&lt;br /&gt;
* 1. Each player, in turn order, selects a faction to play as and takes all components and starting resources needed for that faction.&lt;br /&gt;
* 2. Each player, in turn order, places one of their dwellings on any space on the board of their home terrain. Don&#039;t pay for this dwelling. (Chaos Magicians don&#039;t place a dwelling yet.)&lt;br /&gt;
* 3. Each player, in reverse turn order, places a second dwelling on any space on the board of their home terrain. Don&#039;t pay for this dwelling either. (Nomads place a third dwelling after all other players have placed their second dwelling. Chaos Magicians place their first and only dwelling after all other players, regardless of the turn order.)&lt;br /&gt;
* 4. Each player, in reverse turn order, claims a bonus tile. Any bonus tiles not claimed get 1 coin placed on them, and the next player to claim these gets the money attached to them.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Terra Mystica is played across six rounds. Each round is broken into three phases:&lt;br /&gt;
* 1. Income phase. Each player collects income. Any printed resource with an open hand under it is income, and these will generally be found from the spaces under built buildings, your bonus tile, and some divine favors.&lt;br /&gt;
* 2. Action phase. Each player, in turn, takes an action. All players continue taking actions one by one until all players have passed.&lt;br /&gt;
* 3. Cult phase. Each player gets a bonus based on their progression on a cult track specified by the round. For every number of spaces advanced on the specified cult track, players get the specified bonus. If this bonus involves terraforming, this is completed in turn order.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
One turn consists of taking one action, possibly with free conversions before or after this. Here are the actions you may take on your turn. Note that certain actions will be worth points just for doing based on the round tiles.&lt;br /&gt;
* 1. Terraform the land. You may terraform one space any number of spaces. At the beginning of the game, each step of your terraforming track will cost 3 workers, but this can be improved later. The space you are terraforming must be adjacent to an existing building. If this space is now your home terrain (or already was to begin with), you may build a dwelling by paying the appropriate cost. (Darklings pay priests to do this instead of workers. Halflings score 1 point for each terraform performed this way.  Dwarves and Fakirs may opt to pay a cost to terraform/build one space further away and gain points.)&lt;br /&gt;
* 2. Improve an existing building. This replaces one building type with another. A dwelling can be upgraded to a trading post. You pay the smaller money cost if it&#039;s adjacent to another player, and the bigger cost if it isn&#039;t. A trading post can be upgraded to either a stronghold or a temple, and a temple can be upgrade to a sanctuary. If you build a temple or sanctuary, you also get a divine favor (two divine favors if playing as the Chaos Magicians). If you build your stronghold, you get another special ability dependent on your faction - see the end of the article for how that works.&lt;br /&gt;
* 3. Improve your terraforming rating. By paying the cost given, you move your terraforming rating up one step, thereby gaining 6 points and reducing the cost for how many workers are required to terraform a space. (Darklings don&#039;t have this. Halflings have a reduced cost to do this.)&lt;br /&gt;
* 4. Improve your shipping rating. By paying the cost given, you move your shipping rating up one step, gaining points. From now on, you may skip over that number of river spaces when determining adjacency. (Dwarves and Fakirs don&#039;t have this. Mermaids have a different track, ranging from 1-5 instead of everyone else&#039;s 0-3.)&lt;br /&gt;
* 5. Send a priest to a cult track. Move up the specified number of spaces on the track. If you pass by any gates containing power, gain that amount of power. Priests sent here remain there for the rest of the game. To advance to space 10 of any track, you need a key, gained from forming a town.&lt;br /&gt;
* 6. Take any special action, indicated by an orange octagon. Six of these are on the board, cost power to use, and are first come first served amongst all players. Other actions may be printed on faction boards, divine favors, or bonus tiles.&lt;br /&gt;
* 7. Pass. When you pass, gain any bonus points included on bonus tiles or divine favors (if any; the Engineers also have a bonus here if their stronghold is built), then select a new bonus tile. If you are the first player to pass, you will be the first player in the next round. (If the Variable Turn Order option is enabled, the turn order will be the same as the order in which they passed; otherwise, it will proceed clockwise from there.) You no longer take actions for the rest of this round.&lt;br /&gt;
&lt;br /&gt;
If you build next to another player, they have an option to gain power from this. Specifically, each building type has a power level associated with it - dwellings are worth 1, trading posts and temples 2, and strongholds and sanctuaries 3. For each power level on buildings directly adjacent (in other words, ignore shipping for this) to the one you built, they can gain 1 power. However, they will also lose points equal to the amount gained this way minus 1. This power gain is optional, and is not at all dependent on which building was built to trigger this. (If any player accepts this power gain as a result of the Cultists&#039; building activity, the Cultists can advance one step on any cult track.)&lt;br /&gt;
&lt;br /&gt;
If your move results in four or more directly adjacent buildings with a total power level of 7 or more, this forms a town. If the Sanctuary is one of those buildings, this can be completed with 3 buildings. One divine favor reduces the power cost to 6.  Towns are worth additional points, some other one-time bonus, and an opportunity to advance to space 10 on a cult track (the &amp;quot;11 points&amp;quot; tile does not have this key, and the &amp;quot;2 points/2 steps on each cult track space&amp;quot; has two keys; both of these are part of the Mini-Expansions option). Any new buildings directly adjacent to this are considered part of the same town and can&#039;t be used to form a new one; however, two towns can freely be merged together once already established. (Witches and Swarmlings get extra bonuses on forming a town. Mermaids can include one river tile in their town.)&lt;br /&gt;
&lt;br /&gt;
In addition to the above, there are free conversion actions you may take before or after the above actions. These are specified near your power bowls of your faction board. You may exchange power for resources, or downgrade other resources (i.e. turn a priest into a worker, or a worker into a coin). Another type of free action is to burn power. To do this, move any number of power discs from bowl II to bowl III, and remove the same amount of power from bowl II from the game. This can be useful if you need to get power immediately.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 6 rounds. At the end, players earn bonus points based on the following:&lt;br /&gt;
* The player with the largest connected civilization earns 18 points. The second largest civilization scores 12, and the third largest scores 6. Civilizations are considered &amp;quot;connected&amp;quot; if they are directly adjacent, or can reach each other using their shipping track (or the range attached to Dwarves&#039; digging or Fakirs&#039; flying). If players are tied for a position, add the value for that position and the next, and split it between all players.&lt;br /&gt;
* For each cult track, the player highest on the track score 8 points, the second highest scores 4, and the third highest scores 2. Ties are broken the same way they are with largest civilization.&lt;br /&gt;
* For every 3 coins left in your supply, gain 1 point. All resources are automatically downgraded to coins for this. (Alchemists instead gain 1 point for every 2 coins.)&lt;br /&gt;
After all this, the player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Faction Abilities ==&lt;br /&gt;
If you are playing for the first time, Witches, Nomads, Mermaids, and Halflings are generally seen as some of the most straightforward factions.&lt;br /&gt;
&lt;br /&gt;
=== Alchemists ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Any time you would be able to do a free conversion, you may trade 1 point for 1 coin, or 2 coins for 1 point. (This last part is done automatically during final scoring.)&lt;br /&gt;
* When you build your stronghold, gain 12 power. Additionally, each time you terraform (from any action or effect), you gain 2 power.&lt;br /&gt;
&lt;br /&gt;
=== Auren ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* When you build your stronghold, gain a divine favor. Additionally, you now have access to a new action. This action allows you to advance two spaces on any cult track.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Magicians ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* You start the game with only one dwelling, placed after all other players have place their dwellings.&lt;br /&gt;
* When you build a temple or sanctuary, gain two divine favors instead of one.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to take two turns in a row.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* When another player gains power as a result of your building activity, advance one step on any cult track. If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, gain 7 points.&lt;br /&gt;
&lt;br /&gt;
=== Darklings ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Instead of terraforming as normal, you can use one priest to terraform one step. Gain 2 points each time you do this. Because of the above, you have no terraform rating.&lt;br /&gt;
* When you build your stronghold, you may exchange up to 3 workers for one priest apiece.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* You have no shipping.&lt;br /&gt;
* By paying 2 extra workers, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, the above ability only costs 1 worker.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin less than usually (to a minimum of 1), but generally with worse production rates.&lt;br /&gt;
* By paying 2 workers, you may build a bridge. This otherwise works the same way as the bridge action printed on the board.&lt;br /&gt;
* When you build your stronghold, every time you pass, you score 3 points for each bridge you have in play that has one of your buildings on both sides of it.&lt;br /&gt;
&lt;br /&gt;
=== Fakirs ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You do not have shipping.&lt;br /&gt;
* By paying 1 extra priest, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, you may use the above ability to skip two spaces.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* Instead of the terraforming cycle as normal, you pay the cost of two terraforms (i.e. 6 workers at first) to terraform any terrain into wasteland.&lt;br /&gt;
* As a side effect of the above ability, a single terraform action does nothing.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to perform a double-terraform for free.&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* Gain 1 point each time you terraform via any action or effect.&lt;br /&gt;
* When you build your stronghold, you may terraform up to 3 times. This can be split between any number of spaces. If this results in a plain, you may build a dwelling on it by paying the appropriate cost.&lt;br /&gt;
&lt;br /&gt;
=== Mermaids ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* Your shipping track is different, ranging from 1 to 5. This means you start the game with shipping already available.&lt;br /&gt;
* Your towns can include one river space, allowing you to have towns straddling across the river. This can be invoked immediately when it becomes available or any time after the fact. If you do that, your town tile is placed on the river space included.&lt;br /&gt;
* When you build your stronghold, your shipping level increases one step for free. Gain points for this as if you had taken the usual &amp;quot;improve shipping&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== Nomads ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You start the game with three dwellings, placing a third dwelling after all players have placed their second.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to immediately transform one space into a desert for free. You may build a dwelling on this immediately by paying the appropriate cost. This action does not work across a bridge or when using shipping.&lt;br /&gt;
&lt;br /&gt;
=== Swarmlings ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin more than usual, but generally have better production rates.&lt;br /&gt;
* Gain 3 workers when you build a town.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to upgrade a dwelling to a trading post for free.&lt;br /&gt;
&lt;br /&gt;
=== Witches ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* Gain 5 points when you build a town.&lt;br /&gt;
* Once you build your stronghold, you have access to a new action. This action allows you to build a dwelling for free, on any forest on the board regardless of adjacency.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Special Landscapes ==&lt;br /&gt;
General Rules:&lt;br /&gt;
* Each Faction may place only one special landscape!&lt;br /&gt;
* Unless stated otherwise, the special landscape may be placed during the Action phase instead of a regular&lt;br /&gt;
Terrain tile when transforming Terrain into your Home Terrain.&lt;br /&gt;
* You may NOT place the special landscape during the Cult Bonus phase.&lt;br /&gt;
** The special landscape is considered a Structure with a Power value of 1:&lt;br /&gt;
** It counts towards forming a Town.&lt;br /&gt;
** You get Power when another player builds next to it.&lt;br /&gt;
** The other players get Power when you place it directly adjacent to their Structures (or special landscape).&lt;br /&gt;
* It counts towards the Area Scoring and the Final Scoring tiles.&lt;br /&gt;
* Unless stated otherwise, the special landscape is not considered any of the existing types of Structures.&lt;br /&gt;
Especially, it is NOT considered a Dwelling and, therefore, any tiles providing Victory points for Dwellings (or&lt;br /&gt;
any other Structure for that matter) do not provide any for the special landscape.&lt;br /&gt;
* The special landscape cannot be upgraded into another Structure. Once you have placed it, it will remain&lt;br /&gt;
there for the rest of the game.&lt;br /&gt;
* When taking the “2 Spades” Power action, if you use the first Spade to transform a Terrain space into the&lt;br /&gt;
special landscape, you may not use the second Spade to transform a Terrain space that is solely adjacent to the&lt;br /&gt;
special landscape.&lt;br /&gt;
&lt;br /&gt;
=== Auren: Tree of Serenity ===&lt;br /&gt;
Once the Tree of Serenity is placed, every time the Auren advance to space 10 of a Cult, they get 4 Victory points.&lt;br /&gt;
=== Witches: Raven&#039;s Blunder ===&lt;br /&gt;
When Raven&#039;s Blunder is placed, every time the Witches found a new Town, they must choose between gaining 5 Victory points as usual or advancing 3 steps on a Cult track of their choice.&lt;br /&gt;
=== Alchemists: Gloomy Workshop ===&lt;br /&gt;
After placing the Gloomy Workshop, the Alchemists may immediately and only once do both, advance on the Shipping track and/or lower the Exchange rate for Spades, without paying the Priest cost. They must pay&lt;br /&gt;
the other resources; and they gain Victory points as usual.&lt;br /&gt;
=== Darklings: Camp ===&lt;br /&gt;
The Camp counts as a Dwelling (so tiles providing Victory points for Dwellings also provide them for the Camp). The Camp cannot be upgraded.&lt;br /&gt;
=== Cultists: Cult Palace ===&lt;br /&gt;
The Cult Palace does not provide any additional benefit during the game. During Cult Scoring, the Cultists break ties, i.e. they are supposed to be half a step ahead of where they actually are in each Cult.&lt;br /&gt;
=== Halflings: Driller ===&lt;br /&gt;
The Halflings pay a total of 1 fewer Spade (but at least 1) every time they transform a Terrain space that is directly adjacent to the Driller.&lt;br /&gt;
=== Dwarves: Great Tunnel ===&lt;br /&gt;
With the Great Tunnel as the starting point, the Dwarves may Tunnel through 2 Terrain spaces instead of just 1. Every time they get Spades as a Cult Bonus, they may Tunnel to spend these Spades (and not paying Workers for that Tunneling).&lt;br /&gt;
=== Engineers: Bridge Tower ===&lt;br /&gt;
When the Bridge Tower is placed, the Engineers gain the ability to build so-called Land Bridges. A Land Bridge must start at one of the six corners of the Bridge Tower and leads along the shared edge of the two Terrain spaces adjacent to that corner. The Engineers must place an actual Bridge piece on that edge. It does not matter whether or not one of these Terrain spaces is a River space; and it does not matter whether or not one or both of these Terrain spaces are occupied by Structures (regardless of whose Structures they are). For instance, a Land Bridge may allow the Engineers to ”break through“ an impassible barrier of opponent Structures.&lt;br /&gt;
Land Bridges do not interfere with the adjacency of the Structures on the bordering Terrain spaces. Land Bridges count as normal Bridges with regard to the Bridge scoring once the Stronghold is built&lt;br /&gt;
(i.e. they provide 3 Victory points if the condition for that is met).&lt;br /&gt;
=== Mermaids: Coral Reef ===&lt;br /&gt;
The Coral Reef must be placed on a River space that is directly adjacent to a Mermaid Structure. It does not prevent other players from using that River space for expansion or indirect adjacency. Shipping works with the Coral Reef as with any other Structure.&lt;br /&gt;
=== Swarmlings: Breeding Ground ===&lt;br /&gt;
Breeding Ground allows a Town to grow even bigger while gaining additional Town tiles:&lt;br /&gt;
* At a total Power value of 14, the Town becomes a City, gaining its second Town tile.&lt;br /&gt;
* At a total Power value of 21, the City becomes a Metropolis, gaining its third Town tile.&lt;br /&gt;
* At a total Power value of 28, the Metropolis becomes a Megacity, gaining its fourth Town tile.&lt;br /&gt;
With the appropriate Favor tile (&amp;quot;2 Fire&amp;quot;), these values decrease to 12, 18 and 24, respectively.&lt;br /&gt;
=== Chaos Magicians: Chaos Portal ===&lt;br /&gt;
When the Chaos Magicians build their Stronghold, they may immediately place the Chaos Portal on a free Wasteland space of their choice, anywhere on the game board.&lt;br /&gt;
=== Giants: Cave of Wisdom ===&lt;br /&gt;
When the Cave of Wisdom is placed, the Giants may immediately and only once lower the Exchange rate for Spades at no cost by moving their marker on the Exchange track up one space. If they do, they gain the normal 6 Victory points.&lt;br /&gt;
=== Fakirs: Flight School ===&lt;br /&gt;
When the Flight School is placed, the Fakirs get 2 Coins every time they use their Carpet Flight.&lt;br /&gt;
=== Nomads: Trading Camp ===&lt;br /&gt;
Every time another player builds next to the Trading Camp, the Nomads may either take Power at the normal rate or take exactly 1 Coin from the general supply. If they take the Coin, they do not lose any Victory points.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Fire and Ice Factions ==&lt;br /&gt;
&lt;br /&gt;
These factions are enabled when using the Fire and Ice expansion (which is in development for BGA but not implemented as of this writing).&lt;br /&gt;
&lt;br /&gt;
=== Acolytes ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, pay 3 cult points from any track (4 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead advance 1 space on any track.&lt;br /&gt;
* When you build a stronghold, any time you use a priest to advance on a cult track, advance 1 additional space.&lt;br /&gt;
&lt;br /&gt;
=== Dragonlords ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, remove 1 power token from any bowl (2 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead gain 1 power token to bowl 1.&lt;br /&gt;
* When you build your stronghold, gain 1 power token for each player in the game to bowl 1.&lt;br /&gt;
&lt;br /&gt;
=== Ice Maidens ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* You start the game with a divine favor of your choice.&lt;br /&gt;
* When you build your stronghold, when you pass, you gain 3 points for each temple you have in play.&lt;br /&gt;
&lt;br /&gt;
=== Riverwalkers ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Additionally, place a priest on each non-home terrain on your board. Each time you would otherwise gain a priest, you may instead move one of these priests back your general supply (where it can be gained as normal from here on). Each time you do this, pay 1 coin (2 coins if it&#039;s the home terrain of another player).&lt;br /&gt;
* Your shipping is locked to 1. (However, the bonus card that increases your shipping can still increase this value.)&lt;br /&gt;
* You may place dwellings on any terrain not covered by a priest, and only in places that are within shipping distance of the river.&lt;br /&gt;
* You may not terraform by any means.&lt;br /&gt;
* When you build your stronghold, immediately place two bridges. These still follow the usual rules for building bridges.&lt;br /&gt;
&lt;br /&gt;
=== Shapeshifters ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Whenever another player gains power as a result of your building activity, you may pay 1 point to gain 1 power token in bowl 3.  If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to spend 5 power or 5 power tokens (from any combination of bowls) to change your home terrain to any other terrain that is not already the home terrain of another player.&lt;br /&gt;
&lt;br /&gt;
=== Yetis ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* All the power actions on the board cost one less power than they usually do.&lt;br /&gt;
* For the purposes of building towns and gaining power from other players, your stronghold and sanctuary are considered 4-power buildings.&lt;br /&gt;
* When you build your stronghold, you may take the power actions on the board even if another player has already used them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing with custom board layout ==&lt;br /&gt;
A new custom board layout option is available only in training mode.&lt;br /&gt;
When the option is selected, at the start of the game any of the player is able to load a custom board from text file (.txt).&lt;br /&gt;
The file should have the following format:&lt;br /&gt;
* max 9 lines&lt;br /&gt;
* max 13 columns&lt;br /&gt;
* odd and even lines should have different number of columns. &lt;br /&gt;
** example 1: if 1st line has 13 columns, second line should have 12, 3rd should have 13, 4th should have 12 etc.&lt;br /&gt;
** example 2: if 1st line has 12 columns, second line should have 13, 3rd should have 12, 4th should have 13 etc.&lt;br /&gt;
* each hex type is represented by a letter: R = Red (Wasteland) Y = Yellow (Desert) U = Brown (Plains) K = Black (Swamp) B = Blue (Reef/Island) G = Green (Forest) S = Gray (Mountain/Stone) I = rIver&lt;br /&gt;
&lt;br /&gt;
Here is an example file content representing the base map:&amp;lt;br /&amp;gt;&lt;br /&gt;
U,S,G,B,Y,R,U,K,R,G,B,R,K&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,I,I,U,K,I,I,Y,K,I,I,Y&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,K,I,S,I,G,I,G,I,S,I,I&amp;lt;br /&amp;gt;&lt;br /&gt;
G,B,Y,I,I,R,B,I,R,I,R,U&amp;lt;br /&amp;gt;&lt;br /&gt;
K,U,R,B,K,U,S,Y,I,I,G,K,B&amp;lt;br /&amp;gt;&lt;br /&gt;
S,G,I,I,Y,G,I,I,I,U,S,U&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,I,S,I,R,I,G,I,Y,K,B,Y&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,B,U,I,I,I,B,K,I,S,U,S&amp;lt;br /&amp;gt;&lt;br /&gt;
R,K,S,B,R,G,Y,U,S,I,B,G,R&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is another example file content representing the Fire&amp;amp;Ice map:&amp;lt;br /&amp;gt;&lt;br /&gt;
U,I,U,K,Y,I,S,G,R,B,Y,B&amp;lt;br /&amp;gt;&lt;br /&gt;
R,Y,I,B,S,R,I,I,I,Y,U,K,S&amp;lt;br /&amp;gt;&lt;br /&gt;
G,K,I,I,I,U,G,Y,I,I,I,I&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,S,G,Y,K,I,B,R,U,I,G,B,G&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,U,I,I,R,K,G,S,I,U,K&amp;lt;br /&amp;gt;&lt;br /&gt;
G,R,I,I,G,I,I,I,U,B,I,S,R&amp;lt;br /&amp;gt;&lt;br /&gt;
S,I,Y,S,B,R,G,I,R,S,I,K&amp;lt;br /&amp;gt;&lt;br /&gt;
K,B,I,K,U,S,B,I,Y,K,I,R,B&amp;lt;br /&amp;gt;&lt;br /&gt;
S,G,I,R,Y,K,Y,I,B,U,I,U&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fast auction explanation ==&lt;br /&gt;
(explanations taken from https://steamcommunity.com/sharedfiles/filedetails/?id=2506595080, check the link for extra details and example)&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
All players will select a faction that will be put up for auction. Players will simultaneously and secretly bid how many VP they are willing to lose in order to win that faction. After all players enter in their maximum bids, the auction proceeds automatically with each player maximizing their own personal value. The starting turn order is tied to the factions themselves, so the first faction listed in the auction will be the starting player after the auction is over.&lt;br /&gt;
&lt;br /&gt;
=== How does it work? ===&lt;br /&gt;
When setting the maximum bids, each player is essentially predicting what the final scores of each faction will be. For example, let’s say the current factions up for bid are Cultists, Giants, and Mermaids and you think the final scores will be something like 135, 120, and 130 if they all started with 40VP. In that case your maximum bids should be 15, 0, and 10 since you are equally happy to take Cultists with a bid of 15 as you are taking Giants at 0.&lt;/div&gt;</summary>
		<author><name>Rincevent123</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=18381</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=18381"/>
		<updated>2023-10-14T12:47:54Z</updated>

		<summary type="html">&lt;p&gt;Rincevent123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
Terra Mystica is a civilization building game for 2 to 5 players. At the beginning of the game, you&#039;ll choose a faction, each of which has its own separate home terrain and special abilities. As the game progresses, you&#039;ll terraform the land, build new buildings, and upgrade existing ones in order to collect more income and score more points. The player with the most points after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
Note that certain factions will change some of the rules here - exceptions and additions will be mentioned in parentheses and summarized at the end of this article.&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
At any given moment, each player will have the following resources:&lt;br /&gt;
* Workers, represented by white cubes. These are usually earned from dwellings and can be spent to build new buildings.&lt;br /&gt;
* Coins, represented by...well, coins. These are usually earned from trading posts and from taking bonus tiles not chosen by other players, and can be spent to build new buildings.&lt;br /&gt;
* Priests, represented by meeples. These are usually earned from temples and sanctuaries and can be spent to increase on the cult tracks and to upgrade your terraforming and shipping.&lt;br /&gt;
* Power, represented by purple discs. These are placed in three bowls, labeled I, II, and III. Power is typically gained from trading posts, strongholds, and as a side effect from other players building near you. When you gain power, you cycle it from bowl I to bowl II; if bowl I is empty, then you move from bowl II to bowl III. Only the power in bowl III can actually be spent, and doing so moves it back to bowl I. In other words, power needs to charge itself twice before it becomes usable.&lt;br /&gt;
&lt;br /&gt;
Players also have the following things in or near their faction boards:&lt;br /&gt;
* Buildings. The cost to build each building is given underneath it. When a building is in play, it exposes resources, which can then be earned during the income phase.&lt;br /&gt;
* The terrain cycle. Your faction&#039;s home terrain is pictured at the top, and all others in a circle around it, separated by shovels. Your buildings can only be placed in your faction&#039;s home terrain, and the closer another terrain is on this circle, the easier it is to terraform something into your home terrain.&lt;br /&gt;
* Your terraforming rating. The higher this is, the fewer workers are needed in order to terraform a space. (Darklings don&#039;t have this.)&lt;br /&gt;
* Your shipping rating. The higher this is, the more river spaces you can skip for the purposes of adjacency. (Dwarves and Fakirs don&#039;t have this.)&lt;br /&gt;
* Any other special abilities your faction may have. At minimum, you&#039;ll have one ability by default, and another when your stronghold is built. See the bottom of this article for more information on them.&lt;br /&gt;
&lt;br /&gt;
The board as a whole contains the following features:&lt;br /&gt;
* The game map.&lt;br /&gt;
* The round tracker. There are six rounds in the game, each represented by a tile. During each round, building a specific building or taking a specific action will award bonus points, and at the end of a round, you will receive an additional bonus based on how far you&#039;ve advanced on the cult tracks (except during the last round).&lt;br /&gt;
* Special powers. Each of these provides a bonus when used, and can be claimed by any player for the appropriate power cost. These can each be used once per round.&lt;br /&gt;
* The cult tracks. There are four cult tracks, fire, water, earth, and air. Players receive a bonus at the end of each round based on their progress here, and additional points for advancing the furthest at the end of the game.&lt;br /&gt;
* Bonus tiles. These are worth additional income or bonus points. At any given moment, each player will claim one of them, then exchange them when they pass for the round, so there will be three unclaimed ones to choose from.&lt;br /&gt;
* Divine favors. These are worth additional income, bonus points, and cult spaces, and are claimed on building a temple or sanctuary.&lt;br /&gt;
* Town tiles. These are worth bonus points and some other one-time bonus, and are claimed when a player builds a town.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Before the game begins, in addition to segments automated by BGA, each player does the following:&lt;br /&gt;
* 1. Each player, in turn order, selects a faction to play as and takes all components and starting resources needed for that faction.&lt;br /&gt;
* 2. Each player, in turn order, places one of their dwellings on any space on the board of their home terrain. Don&#039;t pay for this dwelling. (Chaos Magicians don&#039;t place a dwelling yet.)&lt;br /&gt;
* 3. Each player, in reverse turn order, places a second dwelling on any space on the board of their home terrain. Don&#039;t pay for this dwelling either. (Nomads place a third dwelling after all other players have placed their second dwelling. Chaos Magicians place their first and only dwelling after all other players, regardless of the turn order.)&lt;br /&gt;
* 4. Each player, in reverse turn order, claims a bonus tile. Any bonus tiles not claimed get 1 coin placed on them, and the next player to claim these gets the money attached to them.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Terra Mystica is played across six rounds. Each round is broken into three phases:&lt;br /&gt;
* 1. Income phase. Each player collects income. Any printed resource with an open hand under it is income, and these will generally be found from the spaces under built buildings, your bonus tile, and some divine favors.&lt;br /&gt;
* 2. Action phase. Each player, in turn, takes an action. All players continue taking actions one by one until all players have passed.&lt;br /&gt;
* 3. Cult phase. Each player gets a bonus based on their progression on a cult track specified by the round. For every number of spaces advanced on the specified cult track, players get the specified bonus. If this bonus involves terraforming, this is completed in turn order.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
One turn consists of taking one action, possibly with free conversions before or after this. Here are the actions you may take on your turn. Note that certain actions will be worth points just for doing based on the round tiles.&lt;br /&gt;
* 1. Terraform the land. You may terraform one space any number of spaces. At the beginning of the game, each step of your terraforming track will cost 3 workers, but this can be improved later. The space you are terraforming must be adjacent to an existing building. If this space is now your home terrain (or already was to begin with), you may build a dwelling by paying the appropriate cost. (Darklings pay priests to do this instead of workers. Halflings score 1 point for each terraform performed this way.  Dwarves and Fakirs may opt to pay a cost to terraform/build one space further away and gain points.)&lt;br /&gt;
* 2. Improve an existing building. This replaces one building type with another. A dwelling can be upgraded to a trading post. You pay the smaller money cost if it&#039;s adjacent to another player, and the bigger cost if it isn&#039;t. A trading post can be upgraded to either a stronghold or a temple, and a temple can be upgrade to a sanctuary. If you build a temple or sanctuary, you also get a divine favor (two divine favors if playing as the Chaos Magicians). If you build your stronghold, you get another special ability dependent on your faction - see the end of the article for how that works.&lt;br /&gt;
* 3. Improve your terraforming rating. By paying the cost given, you move your terraforming rating up one step, thereby gaining 6 points and reducing the cost for how many workers are required to terraform a space. (Darklings don&#039;t have this. Halflings have a reduced cost to do this.)&lt;br /&gt;
* 4. Improve your shipping rating. By paying the cost given, you move your shipping rating up one step, gaining points. From now on, you may skip over that number of river spaces when determining adjacency. (Dwarves and Fakirs don&#039;t have this. Mermaids have a different track, ranging from 1-5 instead of everyone else&#039;s 0-3.)&lt;br /&gt;
* 5. Send a priest to a cult track. Move up the specified number of spaces on the track. If you pass by any gates containing power, gain that amount of power. Priests sent here remain there for the rest of the game. To advance to space 10 of any track, you need a key, gained from forming a town.&lt;br /&gt;
* 6. Take any special action, indicated by an orange octagon. Six of these are on the board, cost power to use, and are first come first served amongst all players. Other actions may be printed on faction boards, divine favors, or bonus tiles.&lt;br /&gt;
* 7. Pass. When you pass, gain any bonus points included on bonus tiles or divine favors (if any; the Engineers also have a bonus here if their stronghold is built), then select a new bonus tile. If you are the first player to pass, you will be the first player in the next round. (If the Variable Turn Order option is enabled, the turn order will be the same as the order in which they passed; otherwise, it will proceed clockwise from there.) You no longer take actions for the rest of this round.&lt;br /&gt;
&lt;br /&gt;
If you build next to another player, they have an option to gain power from this. Specifically, each building type has a power level associated with it - dwellings are worth 1, trading posts and temples 2, and strongholds and sanctuaries 3. For each power level on buildings directly adjacent (in other words, ignore shipping for this) to the one you built, they can gain 1 power. However, they will also lose points equal to the amount gained this way minus 1. This power gain is optional, and is not at all dependent on which building was built to trigger this. (If any player accepts this power gain as a result of the Cultists&#039; building activity, the Cultists can advance one step on any cult track.)&lt;br /&gt;
&lt;br /&gt;
If your move results in four or more directly adjacent buildings with a total power level of 7 or more, this forms a town. If the Sanctuary is one of those buildings, this can be completed with 3 buildings. One divine favor reduces the power cost to 6.  Towns are worth additional points, some other one-time bonus, and an opportunity to advance to space 10 on a cult track (the &amp;quot;11 points&amp;quot; tile does not have this key, and the &amp;quot;2 points/2 steps on each cult track space&amp;quot; has two keys; both of these are part of the Mini-Expansions option). Any new buildings directly adjacent to this are considered part of the same town and can&#039;t be used to form a new one; however, two towns can freely be merged together once already established. (Witches and Swarmlings get extra bonuses on forming a town. Mermaids can include one river tile in their town.)&lt;br /&gt;
&lt;br /&gt;
In addition to the above, there are free conversion actions you may take before or after the above actions. These are specified near your power bowls of your faction board. You may exchange power for resources, or downgrade other resources (i.e. turn a priest into a worker, or a worker into a coin). Another type of free action is to burn power. To do this, move any number of power discs from bowl II to bowl III, and remove the same amount of power from bowl II from the game. This can be useful if you need to get power immediately.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 6 rounds. At the end, players earn bonus points based on the following:&lt;br /&gt;
* The player with the largest connected civilization earns 18 points. The second largest civilization scores 12, and the third largest scores 6. Civilizations are considered &amp;quot;connected&amp;quot; if they are directly adjacent, or can reach each other using their shipping track (or the range attached to Dwarves&#039; digging or Fakirs&#039; flying). If players are tied for a position, add the value for that position and the next, and split it between all players.&lt;br /&gt;
* For each cult track, the player highest on the track score 8 points, the second highest scores 4, and the third highest scores 2. Ties are broken the same way they are with largest civilization.&lt;br /&gt;
* For every 3 coins left in your supply, gain 1 point. All resources are automatically downgraded to coins for this. (Alchemists instead gain 1 point for every 2 coins.)&lt;br /&gt;
After all this, the player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Faction Abilities ==&lt;br /&gt;
If you are playing for the first time, Witches, Nomads, Mermaids, and Halflings are generally seen as some of the most straightforward factions.&lt;br /&gt;
&lt;br /&gt;
=== Alchemists ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Any time you would be able to do a free conversion, you may trade 1 point for 1 coin, or 2 coins for 1 point. (This last part is done automatically during final scoring.)&lt;br /&gt;
* When you build your stronghold, gain 12 power. Additionally, each time you terraform (from any action or effect), you gain 2 power.&lt;br /&gt;
&lt;br /&gt;
=== Auren ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* When you build your stronghold, gain a divine favor. Additionally, you now have access to a new action. This action allows you to advance two spaces on any cult track.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Magicians ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* You start the game with only one dwelling, placed after all other players have place their dwellings.&lt;br /&gt;
* When you build a temple or sanctuary, gain two divine favors instead of one.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to take two turns in a row.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* When another player gains power as a result of your building activity, advance one step on any cult track. If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, gain 7 points.&lt;br /&gt;
&lt;br /&gt;
=== Darklings ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Instead of terraforming as normal, you can use one priest to terraform one step. Gain 2 points each time you do this. Because of the above, you have no terraform rating.&lt;br /&gt;
* When you build your stronghold, you may exchange up to 3 workers for one priest apiece.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* You have no shipping.&lt;br /&gt;
* By paying 2 extra workers, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, the above ability only costs 1 worker.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin less than usually (to a minimum of 1), but generally with worse production rates.&lt;br /&gt;
* By paying 2 workers, you may build a bridge. This otherwise works the same way as the bridge action printed on the board.&lt;br /&gt;
* When you build your stronghold, every time you pass, you score 3 points for each bridge you have in play that has one of your buildings on both sides of it.&lt;br /&gt;
&lt;br /&gt;
=== Fakirs ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You do not have shipping.&lt;br /&gt;
* By paying 1 extra priest, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, you may use the above ability to skip two spaces.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* Instead of the terraforming cycle as normal, you pay the cost of two terraforms (i.e. 6 workers at first) to terraform any terrain into wasteland.&lt;br /&gt;
* As a side effect of the above ability, a single terraform action does nothing.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to perform a double-terraform for free.&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* Gain 1 point each time you terraform via any action or effect.&lt;br /&gt;
* When you build your stronghold, you may terraform up to 3 times. This can be split between any number of spaces. If this results in a plain, you may build a dwelling on it by paying the appropriate cost.&lt;br /&gt;
&lt;br /&gt;
=== Mermaids ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* Your shipping track is different, ranging from 1 to 5. This means you start the game with shipping already available.&lt;br /&gt;
* Your towns can include one river space, allowing you to have towns straddling across the river. This can be invoked immediately when it becomes available or any time after the fact. If you do that, your town tile is placed on the river space included.&lt;br /&gt;
* When you build your stronghold, your shipping level increases one step for free. Gain points for this as if you had taken the usual &amp;quot;improve shipping&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== Nomads ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You start the game with three dwellings, placing a third dwelling after all players have placed their second.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to immediately transform one space into a desert for free. You may build a dwelling on this immediately by paying the appropriate cost. This action does not work across a bridge or when using shipping.&lt;br /&gt;
&lt;br /&gt;
=== Swarmlings ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin more than usual, but generally have better production rates.&lt;br /&gt;
* Gain 3 workers when you build a town.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to upgrade a dwelling to a trading post for free.&lt;br /&gt;
&lt;br /&gt;
=== Witches ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* Gain 5 points when you build a town.&lt;br /&gt;
* Once you build your stronghold, you have access to a new action. This action allows you to build a dwelling for free, on any forest on the board regardless of adjacency.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Special Landscapes ==&lt;br /&gt;
General Rules:&lt;br /&gt;
* Each Faction may place only one special landscape!&lt;br /&gt;
* Unless stated otherwise, the special landscape may be placed during the Action phase instead of a regular&lt;br /&gt;
Terrain tile when transforming Terrain into your Home Terrain.&lt;br /&gt;
* You may NOT place the special landscape during the Cult Bonus phase.&lt;br /&gt;
** The special landscape is considered a Structure with a Power value of 1:&lt;br /&gt;
** It counts towards forming a Town.&lt;br /&gt;
** You get Power when another player builds next to it.&lt;br /&gt;
** The other players get Power when you place it directly adjacent to their Structures (or special landscape).&lt;br /&gt;
* It counts towards the Area Scoring and the Final Scoring tiles.&lt;br /&gt;
* Unless stated otherwise, the special landscape is not considered any of the existing types of Structures.&lt;br /&gt;
Especially, it is NOT considered a Dwelling and, therefore, any tiles providing Victory points for Dwellings (or&lt;br /&gt;
any other Structure for that matter) do not provide any for the special landscape.&lt;br /&gt;
* The special landscape cannot be upgraded into another Structure. Once you have placed it, it will remain&lt;br /&gt;
there for the rest of the game.&lt;br /&gt;
* When taking the “2 Spades” Power action, if you use the first Spade to transform a Terrain space into the&lt;br /&gt;
special landscape, you may not use the second Spade to transform a Terrain space that is solely adjacent to the&lt;br /&gt;
special landscape.&lt;br /&gt;
&lt;br /&gt;
=== Auren: Tree of Serenity ===&lt;br /&gt;
Once the Tree of Serenity is placed, every time the Auren advance to space 10 of a Cult, they get 4 Victory points.&lt;br /&gt;
=== Witches: Raven&#039;s Blunder ===&lt;br /&gt;
When Raven&#039;s Blunder is placed, every time the Witches found a new Town, they must choose between gaining 5 Victory points as usual or advancing 3 steps on a Cult track of their choice.&lt;br /&gt;
=== Alchemists: Gloomy Workshop ===&lt;br /&gt;
After placing the Gloomy Workshop, the Alchemists may immediately and only once do both, advance on the Shipping track and/or lower the Exchange rate for Spades, without paying the Priest cost. They must pay&lt;br /&gt;
the other resources; and they gain Victory points as usual.&lt;br /&gt;
=== Darklings: Camp ===&lt;br /&gt;
The Camp counts as a Dwelling (so tiles providing Victory points for Dwellings also provide them for the Camp). The Camp cannot be upgraded.&lt;br /&gt;
=== Cultists: Cult Palace ===&lt;br /&gt;
The Cult Palace does not provide any additional benefit during the game. During Cult Scoring, the Cultists break ties, i.e. they are supposed to be half a step ahead of where they actually are in each Cult.&lt;br /&gt;
=== Halflings: Driller ===&lt;br /&gt;
The Halflings pay a total of 1 fewer Spade (but at least 1) every time they transform a Terrain space that is directly adjacent to the Driller.&lt;br /&gt;
=== Dwarves: Great Tunnel ===&lt;br /&gt;
With the Great Tunnel as the starting point, the Dwarves may Tunnel through 2 Terrain spaces instead of just 1. Every time they get Spades as a Cult Bonus, they may Tunnel to spend these Spades (and not paying Workers for that Tunneling).&lt;br /&gt;
=== Engineers: Bridge Tower ===&lt;br /&gt;
When the Bridge Tower is placed, the Engineers gain the ability to build so-called Land Bridges. A Land Bridge must start at one of the six corners of the Bridge Tower and leads along the shared edge of the two Terrain spaces adjacent to that corner. The Engineers must place an actual Bridge piece on that edge. It does not matter whether or not one of these Terrain spaces is a River space; and it does not matter whether or not one or both of these Terrain spaces are occupied by Structures (regardless of whose Structures they are). For instance, a Land Bridge may allow the Engineers to ”break through“ an impassible barrier of opponent Structures.&lt;br /&gt;
Land Bridges do not interfere with the adjacency of the Structures on the bordering Terrain spaces. Land Bridges count as normal Bridges with regard to the Bridge scoring once the Stronghold is built&lt;br /&gt;
(i.e. they provide 3 Victory points if the condition for that is met).&lt;br /&gt;
=== Mermaids: Coral Reef ===&lt;br /&gt;
The Coral Reef must be placed on a River space that is directly adjacent to a Mermaid Structure. It does not prevent other players from using that River space for expansion or indirect adjacency. Shipping works with the Coral Reef as with any other Structure.&lt;br /&gt;
=== Swarmlings: Breeding Ground ===&lt;br /&gt;
Breeding Ground allows a Town to grow even bigger while gaining additional Town tiles:&lt;br /&gt;
* At a total Power value of 14, the Town becomes a City, gaining its second Town tile.&lt;br /&gt;
* At a total Power value of 21, the City becomes a Metropolis, gaining its third Town tile.&lt;br /&gt;
* At a total Power value of 28, the Metropolis becomes a Megacity, gaining its fourth Town tile.&lt;br /&gt;
With the appropriate Favor tile (&amp;quot;2 Fire&amp;quot;), these values decrease to 12, 18 and 24, respectively.&lt;br /&gt;
=== Chaos Magicians: Chaos Portal ===&lt;br /&gt;
When the Chaos Magicians build their Stronghold, they may immediately place the Chaos Portal on a free Wasteland space of their choice, anywhere on the game board.&lt;br /&gt;
=== Giants: Cave of Wisdom ===&lt;br /&gt;
When the Cave of Wisdom is placed, the Giants may immediately and only once lower the Exchange rate for Spades at no cost by moving their marker on the Exchange track up one space. If they do, they gain the normal 6 Victory points.&lt;br /&gt;
=== Fakirs: Flight School ===&lt;br /&gt;
When the Flight School is placed, the Fakirs get 2 Coins every time they use their Carpet Flight.&lt;br /&gt;
=== Nomads: Trading Camp ===&lt;br /&gt;
Every time another player builds next to the Trading Camp, the Nomads may either take Power at the normal rate or take exactly 1 Coin from the general supply. If they take the Coin, they do not lose any Victory points.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Fire and Ice Factions ==&lt;br /&gt;
&lt;br /&gt;
These factions are enabled when using the Fire and Ice expansion (which is in development for BGA but not implemented as of this writing).&lt;br /&gt;
&lt;br /&gt;
=== Acolytes ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, pay 3 cult points from any track (4 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead advance 1 space on any track.&lt;br /&gt;
* When you build a stronghold, any time you use a priest to advance on a cult track, advance 1 additional space.&lt;br /&gt;
&lt;br /&gt;
=== Dragonlords ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, remove 1 power token from any bowl (2 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead gain 1 power token to bowl 1.&lt;br /&gt;
* When you build your stronghold, gain 1 power token for each player in the game to bowl 1.&lt;br /&gt;
&lt;br /&gt;
=== Ice Maidens ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* You start the game with a divine favor of your choice.&lt;br /&gt;
* When you build your stronghold, when you pass, you gain 3 points for each temple you have in play.&lt;br /&gt;
&lt;br /&gt;
=== Riverwalkers ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Additionally, place a priest on each non-home terrain on your board. Each time you would otherwise gain a priest, you may instead move one of these priests back your general supply (where it can be gained as normal from here on). Each time you do this, pay 1 coin (2 coins if it&#039;s the home terrain of another player).&lt;br /&gt;
* Your shipping is locked to 1. (However, the bonus card that increases your shipping can still increase this value.)&lt;br /&gt;
* You may place dwellings on any terrain not covered by a priest, and only in places that are within shipping distance of the river.&lt;br /&gt;
* You may not terraform by any means.&lt;br /&gt;
* When you build your stronghold, immediately place two bridges. These still follow the usual rules for building bridges.&lt;br /&gt;
&lt;br /&gt;
=== Shapeshifters ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Whenever another player gains power as a result of your building activity, you may pay 1 point to gain 1 power token in bowl 3.  If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to spend 5 power or 5 power tokens (from any combination of bowls) to change your home terrain to any other terrain that is not already the home terrain of another player.&lt;br /&gt;
&lt;br /&gt;
=== Yetis ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* All the power actions on the board cost one less power than they usually do.&lt;br /&gt;
* For the purposes of building towns and gaining power from other players, your stronghold and sanctuary are considered 4-power buildings.&lt;br /&gt;
* When you build your stronghold, you may take the power actions on the board even if another player has already used them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing with custom board layout ==&lt;br /&gt;
A new custom board layout option is available only in training mode.&lt;br /&gt;
When the option is selected, at the start of the game any of the player is able to load a custom board from text file (.txt).&lt;br /&gt;
The file should have the following format:&lt;br /&gt;
* max 9 lines&lt;br /&gt;
* max 13 columns&lt;br /&gt;
* odd and even lines should have different number of columns. &lt;br /&gt;
** example 1: if 1st line has 13 columns, second line should have 12, 3rd should have 13, 4th should have 12 etc.&lt;br /&gt;
** example 2: if 1st line has 12 columns, second line should have 13, 3rd should have 12, 4th should have 13 etc.&lt;br /&gt;
* each hex type is represented by a letter: R = Red (Wasteland) Y = Yellow (Desert) U = Brown (Plains) K = Black (Swamp) B = Blue (Reef/Island) G = Green (Forest) S = Gray (Mountain/Stone) I = rIver&lt;br /&gt;
&lt;br /&gt;
Here is an example file content representing the base map:&amp;lt;br /&amp;gt;&lt;br /&gt;
U,S,G,B,Y,R,U,K,R,G,B,R,K&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,I,I,U,K,I,I,Y,K,I,I,Y&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,K,I,S,I,G,I,G,I,S,I,I&amp;lt;br /&amp;gt;&lt;br /&gt;
G,B,Y,I,I,R,B,I,R,I,R,U&amp;lt;br /&amp;gt;&lt;br /&gt;
K,U,R,B,K,U,S,Y,I,I,G,K,B&amp;lt;br /&amp;gt;&lt;br /&gt;
S,G,I,I,Y,G,I,I,I,U,S,U&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,I,S,I,R,I,G,I,Y,K,B,Y&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,B,U,I,I,I,B,K,I,S,U,S&amp;lt;br /&amp;gt;&lt;br /&gt;
R,K,S,B,R,G,Y,U,S,I,B,G,R&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is another example file content representing the Fire&amp;amp;Ice map:&amp;lt;br /&amp;gt;&lt;br /&gt;
U,I,U,K,Y,I,S,G,R,B,Y,B&amp;lt;br /&amp;gt;&lt;br /&gt;
R,Y,I,B,S,R,I,I,I,Y,U,K,S&amp;lt;br /&amp;gt;&lt;br /&gt;
G,K,I,I,I,U,G,Y,I,I,I,I&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,S,G,Y,K,I,B,R,U,I,G,B,G&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,U,I,I,R,K,G,S,I,U,K&amp;lt;br /&amp;gt;&lt;br /&gt;
G,R,I,I,G,I,I,I,U,B,I,S,R&amp;lt;br /&amp;gt;&lt;br /&gt;
S,I,Y,S,B,R,G,I,R,S,I,K&amp;lt;br /&amp;gt;&lt;br /&gt;
K,B,I,K,U,S,B,I,Y,K,I,R,B&amp;lt;br /&amp;gt;&lt;br /&gt;
S,G,I,R,Y,K,Y,I,B,U,I,U&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fast auction explanation ==&lt;br /&gt;
(explanations taken from https://steamcommunity.com/sharedfiles/filedetails/?id=2506595080, check the link for extra details and example)&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
All players will select a faction that will be put up for auction. Players will simultaneously and secretly bid how many VP they are willing to lose in order to win that faction. After all players enter in their maximum bids, the auction proceeds automatically with each player maximizing their own personal value. The starting turn order is tied to the factions themselves, so the first faction listed in the auction will be the starting player after the auction is over.&lt;br /&gt;
&lt;br /&gt;
=== How does it work? ===&lt;br /&gt;
When setting the maximum bids, each player is essentially predicting what the final scores of each faction will be. For example, let’s say the current factions up for bid are Cultists, Giants, and Mermaids and you think the final scores will be something like 135, 120, and 130. In that case your maximum bids should be 15, 0, and 10 since you are equally happy to take Cultists with a bid of 15 as you are taking Giants at 0.&lt;/div&gt;</summary>
		<author><name>Rincevent123</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tools_and_tips_of_BGA_Studio&amp;diff=15063</id>
		<title>Tools and tips of BGA Studio</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tools_and_tips_of_BGA_Studio&amp;diff=15063"/>
		<updated>2022-10-12T18:28:18Z</updated>

		<summary type="html">&lt;p&gt;Rincevent123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Server Tools and Tips ==&lt;br /&gt;
=== Starting a game in one click ===&lt;br /&gt;
&lt;br /&gt;
To start a game:&lt;br /&gt;
* Go to Play now and configure game type: Simple game -&amp;gt; Turn-based -&amp;gt; Manual&lt;br /&gt;
* Select your game and click on &amp;quot;Create&amp;quot;.&lt;br /&gt;
* If you want to play a game with 3 players, specify that you want a maximum of 3 players at this table.&lt;br /&gt;
* Click on &amp;quot;Express Start&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Stopping a game in one click ===&lt;br /&gt;
&lt;br /&gt;
* Click on the &amp;quot;menú&amp;quot; icon on the top right of the screen.&lt;br /&gt;
* Click on &amp;quot;Express Stop&amp;quot; (&amp;quot;Quit this game&amp;quot; if playing a solo game).&lt;br /&gt;
&lt;br /&gt;
=== Switching between users ===&lt;br /&gt;
&lt;br /&gt;
When running a game on Studio, you can use the little red arrow near each player&#039;s name to open a new tab with this player&#039;s perspective.&lt;br /&gt;
You can also modify the URL to view the table as any user you want (changing &amp;amp;testuser=myid in the URL), allowing to easily test as a spectator.&lt;br /&gt;
&lt;br /&gt;
=== Access to game database and Logs ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the game area, there is section without a title containing 3 useful links:&lt;br /&gt;
&lt;br /&gt;
  Go to game database • BGA request&amp;amp;SQL logs • BGA unexpected exceptions logs&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Go to game database&amp;quot; link is an immediate access to the PhpMyAdmin tool to view/edit the tables of the current game&lt;br /&gt;
* BGA request&amp;amp;SQL logs - link to your studio PHP log - all tables, all severities. Anything you print using debugging and tracing functions from PHP and some framework logs&lt;br /&gt;
* BGA unexpected exceptions logs - same log as above but only severity warning and higher&lt;br /&gt;
&lt;br /&gt;
See [[Practical debugging]] for more info about it.&lt;br /&gt;
&lt;br /&gt;
=== Save &amp;amp; restore state ===&lt;br /&gt;
&lt;br /&gt;
Using links of this section, you can save the complete current (database) state of your game, then restore it later.&lt;br /&gt;
&lt;br /&gt;
This is particularly useful when you want to develop a part of the game that is difficult to reproduce: you just have to save the situation just before, and then restore it until this part works fine.&lt;br /&gt;
&lt;br /&gt;
We provide you 3 &amp;quot;slots&amp;quot;: 1, 2 and 3. This way, you can save 3 different game situations.&lt;br /&gt;
&lt;br /&gt;
Limits:&lt;br /&gt;
* the &amp;quot;restore&amp;quot; function does not work anymore when the game is over.&lt;br /&gt;
* a saved situation from a given table cannot be restored in another table.&lt;br /&gt;
* when you &amp;quot;restore&amp;quot; a situation, the current browser page is refreshed to reflect the updated game situation, but you have to refresh you other tabs/pages manually.&lt;br /&gt;
&lt;br /&gt;
=== Input/Output debugging section ===&lt;br /&gt;
&lt;br /&gt;
This section shows you:&lt;br /&gt;
* The AJAX calls made by your game interface to the game server. AJAX calls (outputs) begins with &amp;quot;&amp;gt;&amp;quot;&lt;br /&gt;
* The notifications received by your game interface. Notifications (inputs) begins with &amp;quot;&amp;lt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: if you click on some notification title, you can resend it immediately to the user interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Run PHP functions from the chat ===&lt;br /&gt;
&lt;br /&gt;
On BGA Studio, you can directly run a PHP method from the table chat. The production environment does not allow PHP methods to be called from the table chat.&lt;br /&gt;
&lt;br /&gt;
For example, if on your PHP you have this method:&lt;br /&gt;
   &lt;br /&gt;
   function giveMoneyToPlayer($player_id, $amount) { ... }&lt;br /&gt;
&lt;br /&gt;
You can call this method directly from the chat like this: &lt;br /&gt;
&lt;br /&gt;
  giveMoneyToPlayer(2564,2)&lt;br /&gt;
&lt;br /&gt;
Note: this is not a real php statement, you cannot use self::, you cannot use &amp;quot;;&amp;quot; at the end and you cannot use quotes,&lt;br /&gt;
if you need to pass a string skip the quotes, like this&lt;br /&gt;
  &lt;br /&gt;
  giveToActivePlayer(money,2)&lt;br /&gt;
&lt;br /&gt;
=== Zombify a player ===&lt;br /&gt;
&lt;br /&gt;
Call this from chat (studio only) to zombify current player (who is &amp;quot;thinking&amp;quot;)&lt;br /&gt;
  timeout()&lt;br /&gt;
&lt;br /&gt;
Never call from game code.&lt;br /&gt;
&lt;br /&gt;
=== Stopping Hanging Game ===&lt;br /&gt;
&lt;br /&gt;
If game is hanging and you cannot enter it to stop you can type this URL (replace 12345 with your table number),&lt;br /&gt;
which should bring you to a place where you can stop it without entering:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;nowiki&amp;gt;https://studio.boardgamearena.com/#!table?table=12345&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Desktop and Web Tools ==&lt;br /&gt;
=== Code Editors and IDEs ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Visual Studio Code ====&lt;br /&gt;
Microsoft Visual Studio Code is light weight IDE/Editor. All desktops.&lt;br /&gt;
https://code.visualstudio.com&lt;br /&gt;
&lt;br /&gt;
See [[Setting up BGA Development environment using VSCode]]&lt;br /&gt;
&lt;br /&gt;
==== Eclipse For PHP Developers ====&lt;br /&gt;
&lt;br /&gt;
Eclipse PHP package can be starting point for development you need. You may also want to &lt;br /&gt;
install Tern JS plugins to understand dojo style JS. All desktops.&lt;br /&gt;
https://projects.eclipse.org/projects/tools.pdt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gedit (Ubuntu) ====&lt;br /&gt;
&#039;&#039;&#039;Edit TPL&#039;&#039;&#039;&lt;br /&gt;
To edit TPL with HTML code highlightings in Gedit under Ubuntu:&lt;br /&gt;
&lt;br /&gt;
find gtksourceview directory in /usr/share, depending on your version (2.0, 3.0,...).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Here it&#039;s 3.0, then type in a terminal window:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    sudo gedit /usr/share/gtksourceview-3.0/language-specs/html.lang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then find &#039;globs&#039; section, and change:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;property name=&amp;quot;globs&amp;quot;&amp;gt;*.html;*.htm;*.tpl&amp;lt;/property&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== File Sync ===&lt;br /&gt;
&lt;br /&gt;
==== File Sync on Windows ====&lt;br /&gt;
&lt;br /&gt;
Install [http://winscp.net/ WinSCP]. Map a remote directory to a local one and enable continuous sync (one way). You need SFTP password you get when you registered dev account.&lt;br /&gt;
&lt;br /&gt;
==== File Sync on Linux ====&lt;br /&gt;
&lt;br /&gt;
===== Option 1 - Nautilus (file manager) =====&lt;br /&gt;
You can just use Nautilus &amp;quot;connect to a server&amp;quot; function with URL sftp://1.studio.boardgamearena.com&lt;br /&gt;
Then you&#039;ll get a mounted local folder mapping your studio folder and you can use any editor you like without further need for sync. Downside - if connection goes down you cannot work on source code, no local copy.&lt;br /&gt;
&lt;br /&gt;
===== Option 2 - sftp and rsync =====&lt;br /&gt;
This setup will sync in the background (continious sync) when file is saved, after you set it up and start just save your files and they be on server before you can hit refresh.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#!/bin/bash&lt;br /&gt;
BASEDIR=`dirname $0`&lt;br /&gt;
REMOTE=$BASEDIR/remote&lt;br /&gt;
LOCAL=$BASEDIR/workspace&lt;br /&gt;
GAME=mygamenamehere&lt;br /&gt;
&lt;br /&gt;
#mount remote&lt;br /&gt;
fusermount -u $REMOTE #this unmounts dir&lt;br /&gt;
#this asssumes your default ssh key is uploaded to studio&lt;br /&gt;
sshfs  myusernamehere@1.studio.boardgamearena.com: $REMOTE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#this starts auto-sync from local to remote mount&lt;br /&gt;
killall lsyncd&lt;br /&gt;
lsyncd -delay 1 -rsync $LOCAL/$GAME/ $REMOTE/$GAME&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be able run on startup, so you don&#039;t have to do anything manually. However sshfs is not very stable you&lt;br /&gt;
have to kill and restart it sometimes. And remote goes away sometimes due to connection issues with studio. &lt;br /&gt;
In this case its handy to have a local copy, which is what lsyncd for.&lt;br /&gt;
&lt;br /&gt;
You can also sync on demand (from a build script or editor command) using&lt;br /&gt;
 rsync -vlrt $LOCAL/$GAME/ $REMOTE/$GAME&lt;br /&gt;
&lt;br /&gt;
Note: is insecure way of running sshfs&lt;br /&gt;
echo LongDevPassword | sshfs -o password_stdin ...&lt;br /&gt;
&lt;br /&gt;
===== Option 3 - lftp =====&lt;br /&gt;
&lt;br /&gt;
[https://lftp.yar.ru/ lftp] is a fast command-line file transfer program. It supports parallel threads, transferring multiple files at a time.&lt;br /&gt;
&lt;br /&gt;
* Linux: Install using your package manager, for example: &#039;&#039;&#039;sudo apt-get install lftp&#039;&#039;&#039;&lt;br /&gt;
* Mac: Install [https://brew.sh/ Homebrew], then install lftp using &#039;&#039;&#039;brew install lftp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To upload your project to BGA studio, use the &amp;quot;mirror&amp;quot; command like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lftp sftp://&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;myuser&amp;lt;/span&amp;gt;:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;mypassword&amp;lt;/span&amp;gt;@1.studio.boardgamearena.com/ -e &amp;quot;mirror --reverse --parallel=10 --delete &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;/local/path/to/myproject&amp;lt;/span&amp;gt;/ &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;myproject&amp;lt;/span&amp;gt;/; exit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Be sure to include the trailing &#039;&#039;&#039;/&#039;&#039;&#039; after both directory names.&lt;br /&gt;
&lt;br /&gt;
By default, if a file already exists on BGA Studio with the same time + size it assumed to be the same and won&#039;t be transferred. This makes the transfer process much quicker after the first time. If you&#039;re working with multiple developers on the same project and you find that it is transfers all files every time, you may want to add the option &#039;&#039;&#039;--ignore-time&#039;&#039;&#039; (if a file already exist on BGA Studio with the same size it is assumed to be the same and won&#039;t be transferred). Read [https://lftp.yar.ru/lftp-man.html the manual] for more details.&lt;br /&gt;
&lt;br /&gt;
This is one time sync (unless I am missing something this does not do continious sync?)&lt;br /&gt;
&lt;br /&gt;
==== File Sync using VSCode ====&lt;br /&gt;
See [[Setting up BGA Development environment using VSCode]]&lt;br /&gt;
&lt;br /&gt;
=== Debuggers ===&lt;br /&gt;
&lt;br /&gt;
Browser is the best tool for JS/HTML5 debugging, see [[Practical debugging]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Version Control ===&lt;br /&gt;
Studio provides svn for you code on server, there are some limited abilities there to see history and restore. I recommend to also keep your code in another repository, which allows keeping more fine-grained history and can simplify collaboration.&lt;br /&gt;
&lt;br /&gt;
A quick option is to use a local repo, which you can sync to cloud or backup.&lt;br /&gt;
&lt;br /&gt;
Other option is to host source code on github. If you do, the convention is to use github.com/&amp;lt;yourname&amp;gt;/bga-&amp;lt;yourgame&amp;gt;. It is recommended to add the [https://github.com/topics/boardgamearena boardgamearena] tag and add your repo to the list on the [[BGA_Code_Sharing]] page.&lt;br /&gt;
&lt;br /&gt;
If you publish the source somewhere externally, make sure you &#039;&#039;&#039;don&#039;t post high-res publisher graphics&#039;&#039;&#039;, only web resources, and post a separate license for graphics files. Also, &#039;&#039;&#039;don&#039;t include a file with your sftp password&#039;&#039;&#039; (github is automatically crawled for passwords by hackers; a hacking attempt occurred on BGA studio for this reason in June 2020).&lt;br /&gt;
&lt;br /&gt;
You can also configure github to automatically deploy to BGA whenever you push to a branch. See [https://forum.boardgamearena.com/viewtopic.php?f=12&amp;amp;t=13370&amp;amp;start=10#p59537 this forum post] for instructions.&lt;br /&gt;
&lt;br /&gt;
=== PHP CLI ===&lt;br /&gt;
Its handy to have php cli (command line) tools install to run php locally, so you can test some stuff without deployment cycle, or create some scripts that generate code or markup.&lt;br /&gt;
&lt;br /&gt;
=== Image Manipulation ===&lt;br /&gt;
==== ImageMagick ====&lt;br /&gt;
Handy set of image manipulation &#039;&#039;&#039;command line&#039;&#039;&#039; tools, useful to for example to stitch together bunch of images and re-size, to use as sprite (in Stock component for example). I.e. you got a graphics file from publisher where every tile is 600x600 PNG file in separate file. You want .jpg instead of .png to make it not like 20Mb, and combine all images in one column and re-size to 128x128:&lt;br /&gt;
&lt;br /&gt;
(Linux example)&lt;br /&gt;
 /usr/bin/montage  `ls Tiles*.png` -tile 1 -geometry 128x128+0+0 out/tiles128.jpg&lt;br /&gt;
&lt;br /&gt;
https://www.imagemagick.org/script/download.php&lt;br /&gt;
&lt;br /&gt;
==== Gimp ====&lt;br /&gt;
&lt;br /&gt;
GUI tool, very complex but will do ALL what you possibly need to do with game graphics&lt;br /&gt;
&lt;br /&gt;
https://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
==== Shrinking ====&lt;br /&gt;
&lt;br /&gt;
Shrink images without loss of quality https://tinypng.com/ or http://www.iloveimg.com/ &lt;br /&gt;
&lt;br /&gt;
==== PDF Scrapper ====&lt;br /&gt;
extract images from PDF file (i.e. game rulebook) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.ilovepdf.com/&lt;br /&gt;
&lt;br /&gt;
http://www.extractpdf.com/&lt;br /&gt;
&lt;br /&gt;
On linux tool that does it in command line &amp;quot;pdfimages&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Rename/Copy project ====&lt;br /&gt;
&lt;br /&gt;
You can now override your project with any other project using Studio Control Panel.&lt;br /&gt;
&lt;br /&gt;
Alternatively there is a script available in sharedcode project to do the renaming which can be called in command line if you have php command line installed.&lt;br /&gt;
You need to have php clt (command line interface) installed, then you can download script and run it.&lt;br /&gt;
&lt;br /&gt;
https://github.com/elaskavaia/bga-sharedcode/blob/master/misc/bgaprojectrename.php&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 php bgaprojectrename.php &amp;lt;originalProjectPath&amp;gt; &amp;lt;copyOfProjectRenamedPath&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example on how to call it in command line  if you project name is &amp;quot;heartsmyproject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 php7.0 git/bga-sharedcode/tools/bgaprojectrename.php remote/hearts/ remote/heartsmyproject/&lt;br /&gt;
&lt;br /&gt;
==== BGA Workbench ====&lt;br /&gt;
&lt;br /&gt;
PHP library providing tools to help manage BGA Studio projects including deployment and test utilities. https://github.com/danielholmes/bga-workbench&lt;br /&gt;
&lt;br /&gt;
=== Testing and validation tools ===&lt;br /&gt;
&lt;br /&gt;
* Run static analysis on your project to detect common problem and translation issues - project check - available from control panel - manage games - &amp;lt;your project&amp;gt; - Check project (blue button left middle)&lt;br /&gt;
* Check if web feature is supported https://caniuse.com/&lt;br /&gt;
* PHP: https://phpcodechecker.com/&lt;br /&gt;
* JS: http://esprima.org/demo/validate.html&lt;br /&gt;
* CSS: http://jigsaw.w3.org/css-validator/&lt;br /&gt;
&lt;br /&gt;
=== State machine diagram generation tool ===&lt;br /&gt;
&lt;br /&gt;
You can easily generate a state machine diagram from your states.inc.php using the dot language (https://graphviz.org/) via a PHP script.&lt;br /&gt;
&lt;br /&gt;
To do so:&lt;br /&gt;
* download the php script from the bga-sharedcode git repo located here https://github.com/elaskavaia/bga-sharedcode/blob/master/misc/generate_state_diagram.php and place it into your project root (on the same level as states.inc.php)&lt;br /&gt;
* run the script locally: &amp;quot;php.exe generate_state_diagram.php &amp;gt; graph.dot&amp;quot;&lt;br /&gt;
* open the generated dot file for visualization in visual studio code using the &amp;quot;Graphviz Interactive Preview&amp;quot; extension&lt;br /&gt;
* alternatively install graphiz (https://graphviz.org/download/) and generate an image file by running the following command &amp;quot;dot -Tpng -o graph.png graph.dot&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example of running the generation script on the hearts game from the tutorial:&lt;br /&gt;
&lt;br /&gt;
[[File:State_machine_diagram_dot.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
* states of type game appear in yellow&lt;br /&gt;
* states of type activeplayer appear in blue&lt;br /&gt;
* states of type multipleactiveplayer appear in green&lt;br /&gt;
&lt;br /&gt;
=== Other useful tools ===&lt;br /&gt;
&lt;br /&gt;
* Website with bunch of textures and sounds http://www.grsites.com/archive/textures/&lt;br /&gt;
* Shrink images without loss of quality https://tinypng.com/ or http://www.iloveimg.com/ (recommended by Gregory Isabelli)&lt;br /&gt;
* CSS shapes https://css-tricks.com/examples/ShapesOfCSS/&lt;br /&gt;
* PDF Scraper - extract images - http://www.extractpdf.com/&lt;br /&gt;
* Hexagonal Grids (from Red Blob Games) - https://www.redblobgames.com/grids/hexagons/&lt;br /&gt;
&lt;br /&gt;
== Client Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Speed up game re-loading by disabling Input/Output debug section ===&lt;br /&gt;
&lt;br /&gt;
Development UI have few sections for debugging only, such as &#039;Input/Output debugging section&#039;. Loading this data will significantly slow down&lt;br /&gt;
your reload. I did some profiling and my reloading (i.e. F5) took 14 seconds, 12 of which it was dealing with loading this section. &lt;br /&gt;
If you not using it you can disable it. In your JavaScript code, in the begging of &#039;setup&#039; method add this code&lt;br /&gt;
&lt;br /&gt;
         dojo.destroy(&#039;debug_output&#039;);&lt;br /&gt;
&lt;br /&gt;
That should get rid of this section and overhead associated with loading it (it may have some other side-effects, I have not explored all of them)&lt;br /&gt;
&lt;br /&gt;
=== Speed up CSS development and layout ===&lt;br /&gt;
&lt;br /&gt;
Syncing files to server and refreshing is relative fast but still can take up to 20 seconds which is annoying.&lt;br /&gt;
If you working&lt;br /&gt;
a lot on css/images/layout you can speed it up by copying html in some state of the game to your local folder.&lt;br /&gt;
I.e. in your  project folder create directory misc/ and save your html as misc/test.html and changing path to css to load from local disk (and it will load your images to from local disk as well). &lt;br /&gt;
I.e. find something like&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;link rel=&amp;quot;stylesheet&amp;quot; type=&amp;quot;text/css&amp;quot; href=&amp;quot;http://1.studio.boardgamearena.com:8081/data/themereleases/151226-1240/games/mygame/999999-9999/mygame.css&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and replace with&lt;br /&gt;
   &amp;lt;link rel=&amp;quot;stylesheet&amp;quot; type=&amp;quot;text/css&amp;quot; href=&amp;quot;../mygame.css&amp;quot;/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
You project structure will look like this&lt;br /&gt;
&lt;br /&gt;
 mygame&lt;br /&gt;
   img/ &amp;lt;-- your images&lt;br /&gt;
   mygame.css  &amp;lt;-- your original css&lt;br /&gt;
   ...&lt;br /&gt;
   misc/&lt;br /&gt;
     test.html &amp;lt;-- your test html&lt;br /&gt;
&lt;br /&gt;
It is a bit tricky to save html exact state, if you do save as it also pulls all resources sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Studio]]&lt;/div&gt;</summary>
		<author><name>Rincevent123</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:State_machine_diagram_dot.png&amp;diff=15062</id>
		<title>File:State machine diagram dot.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:State_machine_diagram_dot.png&amp;diff=15062"/>
		<updated>2022-10-12T18:11:05Z</updated>

		<summary type="html">&lt;p&gt;Rincevent123: example of state machine diagram generated in dot language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
example of state machine diagram generated in dot language&lt;/div&gt;</summary>
		<author><name>Rincevent123</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=12994</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=12994"/>
		<updated>2022-05-04T11:28:45Z</updated>

		<summary type="html">&lt;p&gt;Rincevent123: added custom board layout section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
Terra Mystica is a civilization building game for 2 to 5 players. At the beginning of the game, you&#039;ll choose a faction, each of which has its own separate home terrain and special abilities. As the game progresses, you&#039;ll terraform the land, build new buildings, and upgrade existing ones in order to collect more income and score more points. The player with the most points after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
Note that certain factions will change some of the rules here - exceptions and additions will be mentioned in parentheses and summarized at the end of this article.&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
At any given moment, each player will have the following resources:&lt;br /&gt;
* Workers, represented by white cubes. These are usually earned from dwellings and can be spent to build new buildings.&lt;br /&gt;
* Coins, represented by...well, coins. These are usually earned from trading posts and from taking bonus tiles not chosen by other players, and can be spent to build new buildings.&lt;br /&gt;
* Priests, represented by meeples. These are usually earned from temples and sanctuaries and can be spent to increase on the cult tracks and to upgrade your terraforming and shipping.&lt;br /&gt;
* Power, represented by purple discs. These are placed in three bowls, labeled I, II, and III. Power is typically gained from trading posts, strongholds, and as a side effect from other players building near you. When you gain power, you cycle it from bowl I to bowl II; if bowl I is empty, then you move from bowl II to bowl III. Only the power in bowl III can actually be spent, and doing so moves it back to bowl I. In other words, power needs to charge itself twice before it becomes usable.&lt;br /&gt;
&lt;br /&gt;
Players also have the following things in or near their faction boards:&lt;br /&gt;
* Buildings. The cost to build each building is given underneath it. When a building is in play, it exposes resources, which can then be earned during the income phase.&lt;br /&gt;
* The terrain cycle. Your faction&#039;s home terrain is pictured at the top, and all others in a circle around it, separated by shovels. Your buildings can only be placed in your faction&#039;s home terrain, and the closer another terrain is on this circle, the easier it is to terraform something into your home terrain.&lt;br /&gt;
* Your terraforming rating. The higher this is, the fewer workers are needed in order to terraform a space. (Darklings don&#039;t have this.)&lt;br /&gt;
* Your shipping rating. The higher this is, the more river spaces you can skip for the purposes of adjacency. (Dwarves and Fakirs don&#039;t have this.)&lt;br /&gt;
* Any other special abilities your faction may have. At minimum, you&#039;ll have one ability by default, and another when your stronghold is built. See the bottom of this article for more information on them.&lt;br /&gt;
&lt;br /&gt;
The board as a whole contains the following features:&lt;br /&gt;
* The game map.&lt;br /&gt;
* The round tracker. There are six rounds in the game, each represented by a tile. During each round, building a specific building or taking a specific action will award bonus points, and at the end of a round, you will receive an additional bonus based on how far you&#039;ve advanced on the cult tracks (except during the last round).&lt;br /&gt;
* Special powers. Each of these provides a bonus when used, and can be claimed by any player for the appropriate power cost. These can each be used once per round.&lt;br /&gt;
* The cult tracks. There are four cult tracks, fire, water, earth, and air. Players receive a bonus at the end of each round based on their progress here, and additional points for advancing the furthest at the end of the game.&lt;br /&gt;
* Bonus tiles. These are worth additional income or bonus points. At any given moment, each player will claim one of them, then exchange them when they pass for the round, so there will be three unclaimed ones to choose from.&lt;br /&gt;
* Divine favors. These are worth additional income, bonus points, and cult spaces, and are claimed on building a temple or sanctuary.&lt;br /&gt;
* Town tiles. These are worth bonus points and some other one-time bonus, and are claimed when a player builds a town.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Before the game begins, in addition to segments automated by BGA, each player does the following:&lt;br /&gt;
* 1. Each player, in turn order, selects a faction to play as and takes all components and starting resources needed for that faction.&lt;br /&gt;
* 2. Each player, in turn order, places one of their dwellings on any space on the board of their home terrain. Don&#039;t pay for this dwelling. (Chaos Magicians don&#039;t place a dwelling yet.)&lt;br /&gt;
* 3. Each player, in reverse turn order, places a second dwelling on any space on the board of their home terrain. Don&#039;t pay for this dwelling either. (Nomads place a third dwelling after all other players have placed their second dwelling. Chaos Magicians place their first and only dwelling after all other players, regardless of the turn order.)&lt;br /&gt;
* 4. Each player, in reverse turn order, claims a bonus tile. Any bonus tiles not claimed get 1 coin placed on them, and the next player to claim these gets the money attached to them.&lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
Terra Mystica is played across six rounds. Each round is broken into three phases:&lt;br /&gt;
* 1. Income phase. Each player collects income. Any printed resource with an open hand under it is income, and these will generally be found from the spaces under built buildings, your bonus tile, and some divine favors.&lt;br /&gt;
* 2. Action phase. Each player, in turn, takes an action. All players continue taking actions one by one until all players have passed.&lt;br /&gt;
* 3. Cult phase. Each player gets a bonus based on their progression on a cult track specified by the round. For every number of spaces advanced on the specified cult track, players get the specified bonus. If this bonus involves terraforming, this is completed in turn order.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
One turn consists of taking one action, possibly with free conversions before or after this. Here are the actions you may take on your turn. Note that certain actions will be worth points just for doing based on the round tiles.&lt;br /&gt;
* 1. Terraform the land. You may terraform one space any number of spaces. At the beginning of the game, each step of your terraforming track will cost 3 workers, but this can be improved later. The space you are terraforming must be adjacent to an existing building. If this space is now your home terrain (or already was to begin with), you may build a dwelling by paying the appropriate cost. (Darklings pay priests to do this instead of workers. Halflings score 1 point for each terraform performed this way.  Dwarves and Fakirs may opt to pay a cost to terraform/build one space further away and gain points.)&lt;br /&gt;
* 2. Improve an existing building. This replaces one building type with another. A dwelling can be upgraded to a trading post. You pay the smaller money cost if it&#039;s adjacent to another player, and the bigger cost if it isn&#039;t. A trading post can be upgraded to either a stronghold or a temple, and a temple can be upgrade to a sanctuary. If you build a temple or sanctuary, you also get a divine favor (two divine favors if playing as the Chaos Magicians). If you build your stronghold, you get another special ability dependent on your faction - see the end of the article for how that works.&lt;br /&gt;
* 3. Improve your terraforming rating. By paying the cost given, you move your terraforming rating up one step, thereby gaining 6 points and reducing the cost for how many workers are required to terraform a space. (Darklings don&#039;t have this. Halflings have a reduced cost to do this.)&lt;br /&gt;
* 4. Improve your shipping rating. By paying the cost given, you move your shipping rating up one step, gaining points. From now on, you may skip over that number of river spaces when determining adjacency. (Dwarves and Fakirs don&#039;t have this. Mermaids have a different track, ranging from 1-5 instead of everyone else&#039;s 0-3.)&lt;br /&gt;
* 5. Send a priest to a cult track. Move up the specified number of spaces on the track. If you pass by any gates containing power, gain that amount of power. Priests sent here remain there for the rest of the game. To advance to space 10 of any track, you need a key, gained from forming a town.&lt;br /&gt;
* 6. Take any special action, indicated by an orange octagon. Six of these are on the board, cost power to use, and are first come first served amongst all players. Other actions may be printed on faction boards, divine favors, or bonus tiles.&lt;br /&gt;
* 7. Pass. When you pass, gain any bonus points included on bonus tiles or divine favors (if any; the Engineers also have a bonus here if their stronghold is built), then select a new bonus tile. If you are the first player to pass, you will be the first player in the next round. (If the Variable Turn Order option is enabled, the turn order will be the same as the order in which they passed; otherwise, it will proceed clockwise from there.) You no longer take actions for the rest of this round.&lt;br /&gt;
&lt;br /&gt;
If you build next to another player, they have an option to gain power from this. Specifically, each building type has a power level associated with it - dwellings are worth 1, trading posts and temples 2, and strongholds and sanctuaries 3. For each power level on buildings directly adjacent (in other words, ignore shipping for this) to the one you built, they can gain 1 power. However, they will also lose points equal to the amount gained this way minus 1. This power gain is optional, and is not at all dependent on which building was built to trigger this. (If any player accepts this power gain as a result of the Cultists&#039; building activity, the Cultists can advance one step on any cult track.)&lt;br /&gt;
&lt;br /&gt;
If your move results in four or more directly adjacent buildings with a total power level of 7 or more, this forms a town. If the Sanctuary is one of those buildings, this can be completed with 3 buildings. One divine favor reduces the power cost to 6.  Towns are worth additional points, some other one-time bonus, and an opportunity to advance to space 10 on a cult track (the &amp;quot;11 points&amp;quot; tile does not have this key, and the &amp;quot;2 points/2 steps on each cult track space&amp;quot; has two keys; both of these are part of the Mini-Expansions option). Any new buildings directly adjacent to this are considered part of the same town and can&#039;t be used to form a new one; however, two towns can freely be merged together once already established. (Witches and Swarmlings get extra bonuses on forming a town. Mermaids can include one river tile in their town.)&lt;br /&gt;
&lt;br /&gt;
In addition to the above, there are free conversion actions you may take before or after the above actions. These are specified near your power bowls of your faction board. You may exchange power for resources, or downgrade other resources (i.e. turn a priest into a worker, or a worker into a coin). Another type of free action is to burn power. To do this, move any number of power discs from bowl II to bowl III, and remove the same amount of power from bowl II from the game. This can be useful if you need to get power immediately.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 6 rounds. At the end, players earn bonus points based on the following:&lt;br /&gt;
* The player with the largest connected civilization earns 18 points. The second largest civilization scores 12, and the third largest scores 6. Civilizations are considered &amp;quot;connected&amp;quot; if they are directly adjacent, or can reach each other using their shipping track (or the range attached to Dwarves&#039; digging or Fakirs&#039; flying). If players are tied for a position, add the value for that position and the next, and split it between all players.&lt;br /&gt;
* For each cult track, the player highest on the track score 8 points, the second highest scores 4, and the third highest scores 2. Ties are broken the same way they are with largest civilization.&lt;br /&gt;
* For every 3 coins left in your supply, gain 1 point. All resources are automatically downgraded to coins for this. (Alchemists instead gain 1 point for every 2 coins.)&lt;br /&gt;
After all this, the player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Faction Abilities ==&lt;br /&gt;
If you are playing for the first time, Witches, Nomads, Mermaids, and Halflings are generally seen as some of the most straightforward factions.&lt;br /&gt;
&lt;br /&gt;
=== Alchemists ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Any time you would be able to do a free conversion, you may trade 1 point for 1 coin, or 2 coins for 1 point. (This last part is done automatically during final scoring.)&lt;br /&gt;
* When you build your stronghold, gain 12 power. Additionally, each time you terraform (from any action or effect), you gain 2 power.&lt;br /&gt;
&lt;br /&gt;
=== Auren ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* When you build your stronghold, gain a divine favor. Additionally, you now have access to a new action. This action allows you to advance two spaces on any cult track.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Magicians ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* You start the game with only one dwelling, placed after all other players have place their dwellings.&lt;br /&gt;
* When you build a temple or sanctuary, gain two divine favors instead of one.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to take two turns in a row.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* When another player gains power as a result of your building activity, advance one step on any cult track. If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, gain 7 points.&lt;br /&gt;
&lt;br /&gt;
=== Darklings ===&lt;br /&gt;
* Home terrain: Swamps (Black)&lt;br /&gt;
* Instead of terraforming as normal, you can use one priest to terraform one step. Gain 2 points each time you do this. Because of the above, you have no terraform rating.&lt;br /&gt;
* When you build your stronghold, you may exchange up to 3 workers for one priest apiece.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* You have no shipping.&lt;br /&gt;
* By paying 2 extra workers, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, the above ability only costs 1 worker.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Engineers ===&lt;br /&gt;
* Home terrain: Mountains (Gray)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin less than usually (to a minimum of 1), but generally with worse production rates.&lt;br /&gt;
* By paying 2 workers, you may build a bridge. This otherwise works the same way as the bridge action printed on the board.&lt;br /&gt;
* When you build your stronghold, every time you pass, you score 3 points for each bridge you have in play that has one of your buildings on both sides of it.&lt;br /&gt;
&lt;br /&gt;
=== Fakirs ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You do not have shipping.&lt;br /&gt;
* By paying 1 extra priest, you may terraform or build a dwelling skipping one space. Gain 4 points each time you do this.&lt;br /&gt;
* When you build your stronghold, you may use the above ability to skip two spaces.&lt;br /&gt;
* For the purposes of endgame scoring, your largest civilization counts all buildings as if they could be reached from this ability.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
* Home terrain: Wastelands (Red)&lt;br /&gt;
* Instead of the terraforming cycle as normal, you pay the cost of two terraforms (i.e. 6 workers at first) to terraform any terrain into wasteland.&lt;br /&gt;
* As a side effect of the above ability, a single terraform action does nothing.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to perform a double-terraform for free.&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
* Home terrain: Plains (Brown)&lt;br /&gt;
* Gain 1 point each time you terraform via any action or effect.&lt;br /&gt;
* When you build your stronghold, you may terraform up to 3 times. This can be split between any number of spaces. If this results in a plain, you may build a dwelling on it by paying the appropriate cost.&lt;br /&gt;
&lt;br /&gt;
=== Mermaids ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* Your shipping track is different, ranging from 1 to 5. This means you start the game with shipping already available.&lt;br /&gt;
* Your towns can include one river space, allowing you to have towns straddling across the river. This can be invoked immediately when it becomes available or any time after the fact. If you do that, your town tile is placed on the river space included.&lt;br /&gt;
* When you build your stronghold, your shipping level increases one step for free. Gain points for this as if you had taken the usual &amp;quot;improve shipping&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== Nomads ===&lt;br /&gt;
* Home terrain: Deserts (Yellow)&lt;br /&gt;
* You start the game with three dwellings, placing a third dwelling after all players have placed their second.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to immediately transform one space into a desert for free. You may build a dwelling on this immediately by paying the appropriate cost. This action does not work across a bridge or when using shipping.&lt;br /&gt;
&lt;br /&gt;
=== Swarmlings ===&lt;br /&gt;
* Home terrain: Lakes (Blue)&lt;br /&gt;
* All of your buildings cost 1 worker and 1 coin more than usual, but generally have better production rates.&lt;br /&gt;
* Gain 3 workers when you build a town.&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to upgrade a dwelling to a trading post for free.&lt;br /&gt;
&lt;br /&gt;
=== Witches ===&lt;br /&gt;
* Home terrain: Forests (Green)&lt;br /&gt;
* Gain 5 points when you build a town.&lt;br /&gt;
* Once you build your stronghold, you have access to a new action. This action allows you to build a dwelling for free, on any forest on the board regardless of adjacency.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Special Landscapes ==&lt;br /&gt;
General Rules:&lt;br /&gt;
* Each Faction may place only one special landscape!&lt;br /&gt;
* Unless stated otherwise, the special landscape may be placed during the Action phase instead of a regular&lt;br /&gt;
Terrain tile when transforming Terrain into your Home Terrain.&lt;br /&gt;
* You may NOT place the special landscape during the Cult Bonus phase.&lt;br /&gt;
** The special landscape is considered a Structure with a Power value of 1:&lt;br /&gt;
** It counts towards forming a Town.&lt;br /&gt;
** You get Power when another player builds next to it.&lt;br /&gt;
** The other players get Power when you place it directly adjacent to their Structures (or special landscape).&lt;br /&gt;
* It counts towards the Area Scoring and the Final Scoring tiles.&lt;br /&gt;
* Unless stated otherwise, the special landscape is not considered any of the existing types of Structures.&lt;br /&gt;
Especially, it is NOT considered a Dwelling and, therefore, any tiles providing Victory points for Dwellings (or&lt;br /&gt;
any other Structure for that matter) do not provide any for the special landscape.&lt;br /&gt;
* The special landscape cannot be upgraded into another Structure. Once you have placed it, it will remain&lt;br /&gt;
there for the rest of the game.&lt;br /&gt;
* When taking the “2 Spades” Power action, if you use the first Spade to transform a Terrain space into the&lt;br /&gt;
special landscape, you may not use the second Spade to transform a Terrain space that is solely adjacent to the&lt;br /&gt;
special landscape.&lt;br /&gt;
&lt;br /&gt;
=== Auren: Tree of Serenity ===&lt;br /&gt;
Once the Tree of Serenity is placed, every time the Auren advance to space 10 of a Cult, they get 4 Victory points.&lt;br /&gt;
=== Witches: Raven&#039;s Blunder ===&lt;br /&gt;
When Raven&#039;s Blunder is placed, every time the Witches found a new Town, they must choose between gaining 5 Victory points as usual or advancing 3 steps on a Cult track of their choice.&lt;br /&gt;
=== Alchemists: Gloomy Workshop ===&lt;br /&gt;
After placing the Gloomy Workshop, the Alchemists may immediately and only once do both, advance on the Shipping track and/or lower the Exchange rate for Spades, without paying the Priest cost. They must pay&lt;br /&gt;
the other resources; and they gain Victory points as usual.&lt;br /&gt;
=== Darklings: Camp ===&lt;br /&gt;
The Camp counts as a Dwelling (so tiles providing Victory points for Dwellings also provide them for the Camp). The Camp cannot be upgraded.&lt;br /&gt;
=== Cultists: Cult Palace ===&lt;br /&gt;
The Cult Palace does not provide any additional benefit during the game. During Cult Scoring, the Cultists break ties, i.e. they are supposed to be half a step ahead of where they actually are in each Cult.&lt;br /&gt;
=== Halflings: Driller ===&lt;br /&gt;
The Halflings pay a total of 1 fewer Spade (but at least 1) every time they transform a Terrain space that is directly adjacent to the Driller.&lt;br /&gt;
=== Dwarves: Great Tunnel ===&lt;br /&gt;
With the Great Tunnel as the starting point, the Dwarves may Tunnel through 2 Terrain spaces instead of just 1. Every time they get Spades as a Cult Bonus, they may Tunnel to spend these Spades (and not paying Workers for that Tunneling).&lt;br /&gt;
=== Engineers: Bridge Tower ===&lt;br /&gt;
When the Bridge Tower is placed, the Engineers gain the ability to build so-called Land Bridges. A Land Bridge must start at one of the six corners of the Bridge Tower and leads along the shared edge of the two Terrain spaces adjacent to that corner. The Engineers must place an actual Bridge piece on that edge. It does not matter whether or not one of these Terrain spaces is a River space; and it does not matter whether or not one or both of these Terrain spaces are occupied by Structures (regardless of whose Structures they are). For instance, a Land Bridge may allow the Engineers to ”break through“ an impassible barrier of opponent Structures.&lt;br /&gt;
Land Bridges do not interfere with the adjacency of the Structures on the bordering Terrain spaces. Land Bridges count as normal Bridges with regard to the Bridge scoring once the Stronghold is built&lt;br /&gt;
(i.e. they provide 3 Victory points if the condition for that is met).&lt;br /&gt;
=== Mermaids: Coral Reef ===&lt;br /&gt;
The Coral Reef must be placed on a River space that is directly adjacent to a Mermaid Structure. It does not prevent other players from using that River space for expansion or indirect adjacency. Shipping works with the Coral Reef as with any other Structure.&lt;br /&gt;
=== Swarmlings: Breeding Ground ===&lt;br /&gt;
Breeding Ground allows a Town to grow even bigger while gaining additional Town tiles:&lt;br /&gt;
* At a total Power value of 14, the Town becomes a City, gaining its second Town tile.&lt;br /&gt;
* At a total Power value of 21, the City becomes a Metropolis, gaining its third Town tile.&lt;br /&gt;
* At a total Power value of 28, the Metropolis becomes a Megacity, gaining its fourth Town tile.&lt;br /&gt;
With the appropriate Favor tile (&amp;quot;2 Fire&amp;quot;), these values decrease to 12, 18 and 24, respectively.&lt;br /&gt;
=== Chaos Magicians: Chaos Portal ===&lt;br /&gt;
When the Chaos Magicians build their Stronghold, they may immediately place the Chaos Portal on a free Wasteland space of their choice, anywhere on the game board.&lt;br /&gt;
=== Giants: Cave of Wisdom ===&lt;br /&gt;
When the Cave of Wisdom is placed, the Giants may immediately and only once lower the Exchange rate for Spades at no cost by moving their marker on the Exchange track up one space. If they do, they gain the normal 6 Victory points.&lt;br /&gt;
=== Fakirs: Flight School ===&lt;br /&gt;
When the Flight School is placed, the Fakirs get 2 Coins every time they use their Carpet Flight.&lt;br /&gt;
=== Nomads: Trading Camp ===&lt;br /&gt;
Every time another player builds next to the Trading Camp, the Nomads may either take Power at the normal rate or take exactly 1 Coin from the general supply. If they take the Coin, they do not lose any Victory points.&lt;br /&gt;
&lt;br /&gt;
== Expansion Content: Fire and Ice Factions ==&lt;br /&gt;
&lt;br /&gt;
These factions are enabled when using the Fire and Ice expansion (which is in development for BGA but not implemented as of this writing).&lt;br /&gt;
&lt;br /&gt;
=== Acolytes ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, pay 3 cult points from any track (4 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead advance 1 space on any track.&lt;br /&gt;
* When you build a stronghold, any time you use a priest to advance on a cult track, advance 1 additional space.&lt;br /&gt;
&lt;br /&gt;
=== Dragonlords ===&lt;br /&gt;
* Home terrain: Volcanoes (orange)&lt;br /&gt;
* To transform any other terrain to fire, remove 1 power token from any bowl (2 if the target terrain is the home terrain of another player).&lt;br /&gt;
* Any time you would otherwise gain a shovel, instead gain 1 power token to bowl 1.&lt;br /&gt;
* When you build your stronghold, gain 1 power token for each player in the game to bowl 1.&lt;br /&gt;
&lt;br /&gt;
=== Ice Maidens ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* You start the game with a divine favor of your choice.&lt;br /&gt;
* When you build your stronghold, when you pass, you gain 3 points for each temple you have in play.&lt;br /&gt;
&lt;br /&gt;
=== Riverwalkers ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Additionally, place a priest on each non-home terrain on your board. Each time you would otherwise gain a priest, you may instead move one of these priests back your general supply (where it can be gained as normal from here on). Each time you do this, pay 1 coin (2 coins if it&#039;s the home terrain of another player).&lt;br /&gt;
* Your shipping is locked to 1. (However, the bonus card that increases your shipping can still increase this value.)&lt;br /&gt;
* You may place dwellings on any terrain not covered by a priest, and only in places that are within shipping distance of the river.&lt;br /&gt;
* You may not terraform by any means.&lt;br /&gt;
* When you build your stronghold, immediately place two bridges. These still follow the usual rules for building bridges.&lt;br /&gt;
&lt;br /&gt;
=== Shapeshifters ===&lt;br /&gt;
* Home terrain: Any (you choose!)&lt;br /&gt;
* When you choose this faction, also choose a home terrain. No other player may choose or have already chosen a faction of this terrain.&lt;br /&gt;
* Whenever another player gains power as a result of your building activity, you may pay 1 point to gain 1 power token in bowl 3.  If no players gained power from this, but still had the opportunity to do this, instead gain 1 power. (But if no player was able to gain power at all, nothing happens.)&lt;br /&gt;
* When you build your stronghold, you have access to a new action. This action allows you to spend 5 power or 5 power tokens (from any combination of bowls) to change your home terrain to any other terrain that is not already the home terrain of another player.&lt;br /&gt;
&lt;br /&gt;
=== Yetis ===&lt;br /&gt;
* Home terrain: Ice (white)&lt;br /&gt;
* When you choose this faction, also choose any other terrain type. No other player may choose or have already chosen a faction of this terrain. This terrain and the ones next to it require 1 shovel in order to terraform to ice. (Nothing can terraform ice into anything else.)&lt;br /&gt;
* All the power actions on the board cost one less power than they usually do.&lt;br /&gt;
* For the purposes of building towns and gaining power from other players, your stronghold and sanctuary are considered 4-power buildings.&lt;br /&gt;
* When you build your stronghold, you may take the power actions on the board even if another player has already used them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing with custom board layout ==&lt;br /&gt;
A new custom board layout option is available only in training mode.&lt;br /&gt;
When the option is selected, at the start of the game any of the player is able to load a custom board from text file (.txt).&lt;br /&gt;
The file should have the following format:&lt;br /&gt;
* max 9 lines&lt;br /&gt;
* max 13 collumns&lt;br /&gt;
* odd and even line should have different number of collumn. &lt;br /&gt;
** example 1: if 1st line has 13 collumns, second line should have 12, 3rd should have 13, 4th should have 12 etc.&lt;br /&gt;
** example 2: if 1st line has 12 collumns, second line should have 13, 3rd should have 12, 4th should have 13 etc.&lt;br /&gt;
* each hex type is represented by a letter: R = Red (Wasteland) Y = Yellow (Desert) U = Brown (Plains) K = Black (Swamp) B = Blue (Reef/Island) G = Green (Forest) S = Gray (Mountain/Stone) I = rIver&lt;br /&gt;
&lt;br /&gt;
Here is an example file content representing the base map:&amp;lt;br /&amp;gt;&lt;br /&gt;
U,S,G,B,Y,R,U,K,R,G,B,R,K&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,I,I,U,K,I,I,Y,K,I,I,Y&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,K,I,S,I,G,I,G,I,S,I,I&amp;lt;br /&amp;gt;&lt;br /&gt;
G,B,Y,I,I,R,B,I,R,I,R,U&amp;lt;br /&amp;gt;&lt;br /&gt;
K,U,R,B,K,U,S,Y,I,I,G,K,B&amp;lt;br /&amp;gt;&lt;br /&gt;
S,G,I,I,Y,G,I,I,I,U,S,U&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,I,S,I,R,I,G,I,Y,K,B,Y&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,B,U,I,I,I,B,K,I,S,U,S&amp;lt;br /&amp;gt;&lt;br /&gt;
R,K,S,B,R,G,Y,U,S,I,B,G,R&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is another example file content representing the Fire&amp;amp;Ice map:&amp;lt;br /&amp;gt;&lt;br /&gt;
U,I,U,K,Y,I,S,G,R,B,Y,B&amp;lt;br /&amp;gt;&lt;br /&gt;
R,Y,I,B,S,R,I,I,I,Y,U,K,S&amp;lt;br /&amp;gt;&lt;br /&gt;
G,K,I,I,I,U,G,Y,I,I,I,I&amp;lt;br /&amp;gt;&lt;br /&gt;
Y,S,G,Y,K,I,B,R,U,I,G,B,G&amp;lt;br /&amp;gt;&lt;br /&gt;
I,I,U,I,I,R,K,G,S,I,U,K&amp;lt;br /&amp;gt;&lt;br /&gt;
G,R,I,I,G,I,I,I,U,B,I,S,R&amp;lt;br /&amp;gt;&lt;br /&gt;
S,I,Y,S,B,R,G,I,R,S,I,K&amp;lt;br /&amp;gt;&lt;br /&gt;
K,B,I,K,U,S,B,I,Y,K,I,R,B&amp;lt;br /&amp;gt;&lt;br /&gt;
S,G,I,R,Y,K,Y,I,B,U,I,U&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rincevent123</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=12940</id>
		<title>BGA Code Sharing</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=12940"/>
		<updated>2022-05-01T19:31:18Z</updated>

		<summary type="html">&lt;p&gt;Rincevent123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This page is for listing of externally hosted bga projects, tools and resources, as well as internal project&lt;br /&gt;
intended for sharing&lt;br /&gt;
&lt;br /&gt;
== Community shared components, pens, etc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Dice models and animation&lt;br /&gt;
|-&lt;br /&gt;
| Die: 4 sided &lt;br /&gt;
| https://codepen.io/mrkiffie/pen/doVZgW&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 6 sided &lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Code can be found in project&lt;br /&gt;
|-&lt;br /&gt;
| Die: 12 sided (dodecahedron) &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/xxLLxOP&lt;br /&gt;
| Code pen&lt;br /&gt;
|- &lt;br /&gt;
| Die: 20 sided &lt;br /&gt;
| https://codepen.io/vicentemundim/details/cenIh&lt;br /&gt;
| Code pen&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Moving object using CSS animation (mostly)&lt;br /&gt;
|-&lt;br /&gt;
| Phantom object move on oversurface &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/gORvdJo&lt;br /&gt;
| This technique creates clone of the object it moves it on another surface. It works well when parents that css transform applies such as scale and rotate&lt;br /&gt;
|-&lt;br /&gt;
| Move object directly using positioning &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/dyzgKVX&lt;br /&gt;
| This technique is modification of BGA framework method to allow mobile object not to have absolute position before or after the move (and uses css animation not dojo). Methods slideToObjectRelative, attachToNewObjectNoDestroy&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Responsive layout for game boards&lt;br /&gt;
|-&lt;br /&gt;
|Flex Layout&lt;br /&gt;
|https://codepen.io/VictoriaLa/pen/XWjJJgG&lt;br /&gt;
|Example on how to create flexible layout just by using css&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Algorithms&lt;br /&gt;
|-&lt;br /&gt;
|Hex grid&lt;br /&gt;
|tapestry,...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shortest path on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
| Disjktra&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on hex grid&lt;br /&gt;
|tapestry, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on square grid&lt;br /&gt;
|king domino, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetris pieces&lt;br /&gt;
|patchwork, ...&lt;br /&gt;
|Matrix manupations to rotate, flip and fit tetris pieces&lt;br /&gt;
|-&lt;br /&gt;
|Line of sights on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
|Find intersecting hexes on a line between two cells&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects hosted not in studio ==&lt;br /&gt;
&lt;br /&gt;
See the table a link and nickname of the developer on bga (same as used for dev forum), and short description. See [[Tools_and_tips_of_BGA_Studio#Version_Control]] for some suggestions on how and where to publish your code externally. Also see the [https://github.com/topics/boardgamearena boardgamearena] tag on github.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notice about artwork on BGA Open Source projects: original hi-resolution images from publishers must not be published on the repositories. In addition, it is better to specify that the images derivated from publishers artwork are copyrighted and cannot be licensed under a free license like Creative Commons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NON-GAME PROJECTS&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Examples of various game components and PHP stubs of framework code to make IDE happy&lt;br /&gt;
|-&lt;br /&gt;
| BoardGameArena Workbench (not a game)&lt;br /&gt;
| https://github.com/danielholmes/bga-workbench&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
! GAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| 99 (Trick-taking Card Game)&lt;br /&gt;
| https://github.com/ekelly/bga-ninetynine&lt;br /&gt;
| QuasarDukeDev&lt;br /&gt;
|-&lt;br /&gt;
| Assyria &lt;br /&gt;
| https://github.com/sebastien-prudhomme/bga-assyria&lt;br /&gt;
| daikinee &lt;br /&gt;
|-&lt;br /&gt;
| Aura&lt;br /&gt;
| https://github.com/micahstairs/bga-aura&lt;br /&gt;
| Micah Stairs (micahstairs)&lt;br /&gt;
|-&lt;br /&gt;
| Bandido &lt;br /&gt;
| https://github.com/opheliehb/BandidoBGA&lt;br /&gt;
| ophelopede &amp;amp; Harkle &lt;br /&gt;
|-&lt;br /&gt;
| The Battle for Hill 218&lt;br /&gt;
| https://github.com/danielholmes/battle-for-hill-218&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
| Bonbons&lt;br /&gt;
| https://github.com/AntonioSoler/bga-bonbons&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| Coinche&lt;br /&gt;
| https://github.com/drasill/bga-coinche&lt;br /&gt;
| Draasill&lt;br /&gt;
|-&lt;br /&gt;
| Coup: City State&lt;br /&gt;
| https://github.com/quietmint/bga-coupcitystate&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon Roll&lt;br /&gt;
| https://github.com/MartinGoulet/bga-dungeonroll&lt;br /&gt;
| MGoulet&lt;br /&gt;
|-&lt;br /&gt;
| Egyptian Ratscrew&lt;br /&gt;
| https://github.com/0BuRner/bga-egyptianratscrew&lt;br /&gt;
| 0BuRner&lt;br /&gt;
|-&lt;br /&gt;
| Eruption&lt;br /&gt;
| https://github.com/AndyKerrison/bga-eruption&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| A Fistful Of Gold&lt;br /&gt;
| https://bitbucket.org/Joel_L/fistfulofgold&lt;br /&gt;
| Brainchild&lt;br /&gt;
|-&lt;br /&gt;
| Florenza: The Card Game&lt;br /&gt;
| https://github.com/alberto-bottarini/bga-florenza&lt;br /&gt;
| tarini &lt;br /&gt;
|-&lt;br /&gt;
| Hearts &#039;&#039;&#039;(Tutorial)&#039;&#039;&#039;&lt;br /&gt;
| https://github.com/elaskavaia/bga-heartsla&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Homesteaders&lt;br /&gt;
| https://github.com/npatron/bga-homesteaders&lt;br /&gt;
| TheBoot&lt;br /&gt;
|-&lt;br /&gt;
| Incan Gold&lt;br /&gt;
| https://github.com/AntonioSoler/bga-incangold&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| Innovation&lt;br /&gt;
| https://github.com/micahstairs/bga-innovation&lt;br /&gt;
| Micah Stairs (micahstairs)&lt;br /&gt;
|-&lt;br /&gt;
| Mapmaker: The Gerrymandering Game&lt;br /&gt;
| https://github.com/gzhang01/bga-mapmaker&lt;br /&gt;
| gkz&lt;br /&gt;
|-&lt;br /&gt;
| Marco Polo&lt;br /&gt;
| https://github.com/rcitaliano/MarcoPolo&lt;br /&gt;
| rcitaliano&lt;br /&gt;
|-&lt;br /&gt;
| Nile&lt;br /&gt;
| https://github.com/AndyKerrison/bga-nile&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| Noir: Killer vs Inspector&lt;br /&gt;
| https://bitbucket.org/chhuang76/bga_noirkvi&lt;br /&gt;
| ch huang&lt;br /&gt;
|-&lt;br /&gt;
| Penny Press&lt;br /&gt;
| https://github.com/AdamNovotny/bga-blooms&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| P.I.&lt;br /&gt;
| https://gitlab.com/fa81/bga-pi, https://github.com/hellp/bga-pi (mirror)&lt;br /&gt;
| Fabian Neumann (fa81)&lt;br /&gt;
|-&lt;br /&gt;
| Santorini&lt;br /&gt;
| https://github.com/AntonioSoler/bga-santorini&lt;br /&gt;
| Morgalad, quietmint, Tisaac&lt;br /&gt;
|-&lt;br /&gt;
| Tablut&lt;br /&gt;
| https://github.com/Lucas-C/tablut&lt;br /&gt;
| Lucas-C &amp;amp; ntaffore&lt;br /&gt;
|-&lt;br /&gt;
| Takara Island&lt;br /&gt;
| https://github.com/AntonioSoler/bga-takaraisland&lt;br /&gt;
| Morgalad&lt;br /&gt;
|-&lt;br /&gt;
| Taluva&lt;br /&gt;
| https://github.com/quietmint/bga-taluva&lt;br /&gt;
| Morgalad &amp;amp; quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Teotihuacan: City of Gods&lt;br /&gt;
| https://github.com/Trompetenhut/bga-teotihuacan&lt;br /&gt;
| Trompetenhut&lt;br /&gt;
|-&lt;br /&gt;
| Texas 42 (domino game, still under development)&lt;br /&gt;
| https://github.com/ishermandom/bga-42&lt;br /&gt;
| Stardust Spikes, Jason Turner-Maier, Ilya Sherman&lt;br /&gt;
|-&lt;br /&gt;
| Uptown&lt;br /&gt;
| https://github.com/elliotkendall/bga-uptown&lt;br /&gt;
| SpottedShroom&lt;br /&gt;
|-&lt;br /&gt;
| Via Magica&lt;br /&gt;
| https://github.com/christopherburke/bga_viamagica&lt;br /&gt;
| CuriousTerran&lt;br /&gt;
|-&lt;br /&gt;
| Just Desserts&lt;br /&gt;
| https://github.com/mizutismask/bga-just-desserts&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| The King&#039;s Guild&lt;br /&gt;
| https://github.com/AdamNovotny/BGG-KingsGuild&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| Get the MacGuffin&lt;br /&gt;
| https://github.com/mizutismask/bga-get-the-MacGuffin&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| President&lt;br /&gt;
| https://github.com/quaresma95/president&lt;br /&gt;
| quaresma95&lt;br /&gt;
|-&lt;br /&gt;
| Hardback&lt;br /&gt;
| https://github.com/quietmint/bga-hardback&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Dice Summoners&lt;br /&gt;
| https://github.com/eoincos/bga-dicesummoners&lt;br /&gt;
| eoincos&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects on studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any developer can add themselves to a project as read-only from https://studio.boardgamearena.com/#!projects page (almost any project).&lt;br /&gt;
The list below are no-games which do not have bgg id and not showing up there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code&lt;br /&gt;
| https://studio.boardgamearena.com/gamepanel?game=sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Original BGA template&lt;br /&gt;
| https://studio.boardgamearena.com/gamepanel?game=template&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other useful resources ==&lt;br /&gt;
&lt;br /&gt;
Moved to [[Tools_and_tips_of_BGA_Studio]]&lt;/div&gt;</summary>
		<author><name>Rincevent123</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=12939</id>
		<title>BGA Code Sharing</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=12939"/>
		<updated>2022-05-01T19:23:03Z</updated>

		<summary type="html">&lt;p&gt;Rincevent123: /* Community shared components, pens, etc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This page is for listing of externally hosted bga projects, tools and resources, as well as internal project&lt;br /&gt;
intended for sharing&lt;br /&gt;
&lt;br /&gt;
== Community shared components, pens, etc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Dice models and animation&lt;br /&gt;
|-&lt;br /&gt;
| Die: 4 sided &lt;br /&gt;
| https://codepen.io/mrkiffie/pen/doVZgW&lt;br /&gt;
| code pen&lt;br /&gt;
|-&lt;br /&gt;
| Die: 6 sided &lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Code can be found in project&lt;br /&gt;
|-&lt;br /&gt;
| Die: 12 sided (dodecahedron) &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/xxLLxOP&lt;br /&gt;
| Code pen&lt;br /&gt;
|- &lt;br /&gt;
| Die: 20 sided &lt;br /&gt;
| https://codepen.io/vicentemundim/details/cenIh&lt;br /&gt;
| Code pen&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Moving object using CSS animation (mostly)&lt;br /&gt;
|-&lt;br /&gt;
| Phantom object move on oversurface &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/gORvdJo&lt;br /&gt;
| This technique creates clone of the object it moves it on another surface. It works well when parents that css transform applies such as scale and rotate&lt;br /&gt;
|-&lt;br /&gt;
| Move object directly using positioning &lt;br /&gt;
| https://codepen.io/VictoriaLa/pen/dyzgKVX&lt;br /&gt;
| This technique is modification of BGA framework method to allow mobile object not to have absolute position before or after the move (and uses css animation not dojo). Methods slideToObjectRelative, attachToNewObjectNoDestroy&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Responsive layout for game boards&lt;br /&gt;
|-&lt;br /&gt;
|Flex Layout&lt;br /&gt;
|https://codepen.io/VictoriaLa/pen/XWjJJgG&lt;br /&gt;
|Example on how to create flexible layout just by using css&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Algorithms&lt;br /&gt;
|-&lt;br /&gt;
|Hex grid&lt;br /&gt;
|tapestry,...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shortest path on hex grid&lt;br /&gt;
|memoir 44, Terra Mystica&lt;br /&gt;
| Disjktra, https://www.redblobgames.com/grids/hexagons/#distances&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on hex grid&lt;br /&gt;
|tapestry, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Largest area on square grid&lt;br /&gt;
|king domino, ...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tetris pieces&lt;br /&gt;
|patchwork, ...&lt;br /&gt;
|Matrix manupations to rotate, flip and fit tetris pieces&lt;br /&gt;
|-&lt;br /&gt;
|Line of sights on hex grid&lt;br /&gt;
|memoir 44&lt;br /&gt;
|Find intersecting hexes on a line between two cells&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects hosted not in studio ==&lt;br /&gt;
&lt;br /&gt;
See the table a link and nickname of the developer on bga (same as used for dev forum), and short description. See [[Tools_and_tips_of_BGA_Studio#Version_Control]] for some suggestions on how and where to publish your code externally. Also see the [https://github.com/topics/boardgamearena boardgamearena] tag on github.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notice about artwork on BGA Open Source projects: original hi-resolution images from publishers must not be published on the repositories. In addition, it is better to specify that the images derivated from publishers artwork are copyrighted and cannot be licensed under a free license like Creative Commons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NON-GAME PROJECTS&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
| Examples of various game components and PHP stubs of framework code to make IDE happy&lt;br /&gt;
|-&lt;br /&gt;
| BoardGameArena Workbench (not a game)&lt;br /&gt;
| https://github.com/danielholmes/bga-workbench&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
! GAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
! COMMENT&lt;br /&gt;
|-&lt;br /&gt;
| 99 (Trick-taking Card Game)&lt;br /&gt;
| https://github.com/ekelly/bga-ninetynine&lt;br /&gt;
| QuasarDukeDev&lt;br /&gt;
|-&lt;br /&gt;
| Assyria &lt;br /&gt;
| https://github.com/sebastien-prudhomme/bga-assyria&lt;br /&gt;
| daikinee &lt;br /&gt;
|-&lt;br /&gt;
| Aura&lt;br /&gt;
| https://github.com/micahstairs/bga-aura&lt;br /&gt;
| Micah Stairs (micahstairs)&lt;br /&gt;
|-&lt;br /&gt;
| Bandido &lt;br /&gt;
| https://github.com/opheliehb/BandidoBGA&lt;br /&gt;
| ophelopede &amp;amp; Harkle &lt;br /&gt;
|-&lt;br /&gt;
| The Battle for Hill 218&lt;br /&gt;
| https://github.com/danielholmes/battle-for-hill-218&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
| Bonbons&lt;br /&gt;
| https://github.com/AntonioSoler/bga-bonbons&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| Coinche&lt;br /&gt;
| https://github.com/drasill/bga-coinche&lt;br /&gt;
| Draasill&lt;br /&gt;
|-&lt;br /&gt;
| Coup: City State&lt;br /&gt;
| https://github.com/quietmint/bga-coupcitystate&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon Roll&lt;br /&gt;
| https://github.com/MartinGoulet/bga-dungeonroll&lt;br /&gt;
| MGoulet&lt;br /&gt;
|-&lt;br /&gt;
| Egyptian Ratscrew&lt;br /&gt;
| https://github.com/0BuRner/bga-egyptianratscrew&lt;br /&gt;
| 0BuRner&lt;br /&gt;
|-&lt;br /&gt;
| Eruption&lt;br /&gt;
| https://github.com/AndyKerrison/bga-eruption&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| A Fistful Of Gold&lt;br /&gt;
| https://bitbucket.org/Joel_L/fistfulofgold&lt;br /&gt;
| Brainchild&lt;br /&gt;
|-&lt;br /&gt;
| Florenza: The Card Game&lt;br /&gt;
| https://github.com/alberto-bottarini/bga-florenza&lt;br /&gt;
| tarini &lt;br /&gt;
|-&lt;br /&gt;
| Hearts &#039;&#039;&#039;(Tutorial)&#039;&#039;&#039;&lt;br /&gt;
| https://github.com/elaskavaia/bga-heartsla&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Homesteaders&lt;br /&gt;
| https://github.com/npatron/bga-homesteaders&lt;br /&gt;
| TheBoot&lt;br /&gt;
|-&lt;br /&gt;
| Incan Gold&lt;br /&gt;
| https://github.com/AntonioSoler/bga-incangold&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| Innovation&lt;br /&gt;
| https://github.com/micahstairs/bga-innovation&lt;br /&gt;
| Micah Stairs (micahstairs)&lt;br /&gt;
|-&lt;br /&gt;
| Mapmaker: The Gerrymandering Game&lt;br /&gt;
| https://github.com/gzhang01/bga-mapmaker&lt;br /&gt;
| gkz&lt;br /&gt;
|-&lt;br /&gt;
| Marco Polo&lt;br /&gt;
| https://github.com/rcitaliano/MarcoPolo&lt;br /&gt;
| rcitaliano&lt;br /&gt;
|-&lt;br /&gt;
| Nile&lt;br /&gt;
| https://github.com/AndyKerrison/bga-nile&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| Noir: Killer vs Inspector&lt;br /&gt;
| https://bitbucket.org/chhuang76/bga_noirkvi&lt;br /&gt;
| ch huang&lt;br /&gt;
|-&lt;br /&gt;
| Penny Press&lt;br /&gt;
| https://github.com/AdamNovotny/bga-blooms&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| P.I.&lt;br /&gt;
| https://gitlab.com/fa81/bga-pi, https://github.com/hellp/bga-pi (mirror)&lt;br /&gt;
| Fabian Neumann (fa81)&lt;br /&gt;
|-&lt;br /&gt;
| Santorini&lt;br /&gt;
| https://github.com/AntonioSoler/bga-santorini&lt;br /&gt;
| Morgalad, quietmint, Tisaac&lt;br /&gt;
|-&lt;br /&gt;
| Tablut&lt;br /&gt;
| https://github.com/Lucas-C/tablut&lt;br /&gt;
| Lucas-C &amp;amp; ntaffore&lt;br /&gt;
|-&lt;br /&gt;
| Takara Island&lt;br /&gt;
| https://github.com/AntonioSoler/bga-takaraisland&lt;br /&gt;
| Morgalad&lt;br /&gt;
|-&lt;br /&gt;
| Taluva&lt;br /&gt;
| https://github.com/quietmint/bga-taluva&lt;br /&gt;
| Morgalad &amp;amp; quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Teotihuacan: City of Gods&lt;br /&gt;
| https://github.com/Trompetenhut/bga-teotihuacan&lt;br /&gt;
| Trompetenhut&lt;br /&gt;
|-&lt;br /&gt;
| Texas 42 (domino game, still under development)&lt;br /&gt;
| https://github.com/ishermandom/bga-42&lt;br /&gt;
| Stardust Spikes, Jason Turner-Maier, Ilya Sherman&lt;br /&gt;
|-&lt;br /&gt;
| Uptown&lt;br /&gt;
| https://github.com/elliotkendall/bga-uptown&lt;br /&gt;
| SpottedShroom&lt;br /&gt;
|-&lt;br /&gt;
| Via Magica&lt;br /&gt;
| https://github.com/christopherburke/bga_viamagica&lt;br /&gt;
| CuriousTerran&lt;br /&gt;
|-&lt;br /&gt;
| Just Desserts&lt;br /&gt;
| https://github.com/mizutismask/bga-just-desserts&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| The King&#039;s Guild&lt;br /&gt;
| https://github.com/AdamNovotny/BGG-KingsGuild&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| Get the MacGuffin&lt;br /&gt;
| https://github.com/mizutismask/bga-get-the-MacGuffin&lt;br /&gt;
| mizutismask&lt;br /&gt;
|-&lt;br /&gt;
| President&lt;br /&gt;
| https://github.com/quaresma95/president&lt;br /&gt;
| quaresma95&lt;br /&gt;
|-&lt;br /&gt;
| Hardback&lt;br /&gt;
| https://github.com/quietmint/bga-hardback&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Dice Summoners&lt;br /&gt;
| https://github.com/eoincos/bga-dicesummoners&lt;br /&gt;
| eoincos&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects on studio ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any developer can add themselves to a project as read-only from https://studio.boardgamearena.com/#!projects page (almost any project).&lt;br /&gt;
The list below are no-games which do not have bgg id and not showing up there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code&lt;br /&gt;
| https://studio.boardgamearena.com/gamepanel?game=sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Original BGA template&lt;br /&gt;
| https://studio.boardgamearena.com/gamepanel?game=template&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other useful resources ==&lt;br /&gt;
&lt;br /&gt;
Moved to [[Tools_and_tips_of_BGA_Studio]]&lt;/div&gt;</summary>
		<author><name>Rincevent123</name></author>
	</entry>
</feed>