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	<updated>2026-11-13T07:40:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaigon&amp;diff=32043</id>
		<title>Gamehelpsaigon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaigon&amp;diff=32043"/>
		<updated>2026-10-27T14:39:22Z</updated>

		<summary type="html">&lt;p&gt;RollingWizard: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;SAI GON — RULE SUMMARY (1–5 PLAYERS)&amp;#039;&amp;#039;&amp;#039;  == Objective == Develop the highest-scoring city block through buildings, street activities, vendors and landmarks. Play six rounds with 2–4 players, or five rounds with 5 players. Solo rules follow below.  == Setup (2–5 players) == # Give each player a random seal and its matching board. # Mix all 100 square tiles in the bag. Set out all six landmarks and two tokens of each of the five vendor types. # Each player draws...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SAI GON — RULE SUMMARY (1–5 PLAYERS)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Develop the highest-scoring city block through buildings, street activities, vendors and landmarks. Play six rounds with 2–4 players, or five rounds with 5 players. Solo rules follow below.&lt;br /&gt;
&lt;br /&gt;
== Setup (2–5 players) ==&lt;br /&gt;
# Give each player a random seal and its matching board.&lt;br /&gt;
# Mix all 100 square tiles in the bag. Set out all six landmarks and two tokens of each of the five vendor types.&lt;br /&gt;
# Each player draws four secret tiles.&lt;br /&gt;
# Randomly deal permits 1–N, where N is the player count: #1 takes the police marker and starts. Return the numbered permits to the supply.&lt;br /&gt;
# Start with an empty central market.&lt;br /&gt;
&lt;br /&gt;
== 1. Draft ==&lt;br /&gt;
Take turns clockwise, starting with the police holder. Either:&lt;br /&gt;
* Add one tile from your hand to the market, touching an existing tile along an edge. The first tile can go anywhere.&lt;br /&gt;
* Once everyone has offered at least one tile, take the lowest available permit and place it at an empty corner between market tiles. Commit only once per round.&lt;br /&gt;
&lt;br /&gt;
A permit reaches the four tile spaces around its corner. Each tile belongs to the lowest-numbered permit touching it, including tiles added later. Keep offering your remaining hand after committing.&lt;br /&gt;
&lt;br /&gt;
After all hands are empty and all permits are placed, collect in &#039;&#039;&#039;ascending permit order&#039;&#039;&#039;. Take your locked tiles, then choose unclaimed tiles until you have four. You cannot take tiles locked by any other permit, even a later one. Add collected tiles to your face-up reserve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-player early finish:&#039;&#039;&#039; as soon as either permit owns four tiles, end the draft. Its owner takes those four; the other player receives all four remaining tiles, including those still in either hand. If necessary, assign the other player permit #2 automatically. Permit #2 holds the police.&lt;br /&gt;
&lt;br /&gt;
The last player to commit a permit holds the police marker.&lt;br /&gt;
&lt;br /&gt;
== 2. Build ==&lt;br /&gt;
Use drafted tiles and saved reserve tiles. Ordinary construction may be simultaneous, but shared vendors and landmarks are claimed in &#039;&#039;&#039;ascending permit order&#039;&#039;&#039;: #1 first, then #2, and so on. Each player finishes &#039;&#039;&#039;ALL eligible vendor and landmark selections&#039;&#039;&#039; before the next player chooses. Normal costs and placement rules still apply.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buildings:&#039;&#039;&#039; build continuously upward from the ground, without gaps. Coloured floors and roofs in a column must share a style. Neglected floors and roofs are wild; they do not change the style required by other tiles. Ordinary buildings may reach &#039;&#039;&#039;six floors including ground and roof&#039;&#039;&#039;. Street and sky do not count toward height.&lt;br /&gt;
* &#039;&#039;&#039;Ground upgrades&#039;&#039;&#039; cover the printed ground and allow a new building style, provided the whole column remains legal. A roof closes its building; only a sky tile can go above it. Place sky immediately above a roof or an exposed landmark top.&lt;br /&gt;
* Place &#039;&#039;&#039;street tiles&#039;&#039;&#039; below the ground row. Their top-right circles identify five activities: Food stalls, Music, Street market, Dragon dance and Performance.&lt;br /&gt;
* &#039;&#039;&#039;Placed tiles cannot move.&#039;&#039;&#039; A legal replacement discards the covered tile and its icons. You cannot cover a neglected ground, middle or roof tile with another neglected tile. Other replacements must leave the entire building legal. Landmarks cannot be covered. You may save unused tiles face up in your reserve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vendors:&#039;&#039;&#039; newly placed vendor icons grant available tokens of types you do not already own. Keep at most &#039;&#039;&#039;one of each type&#039;&#039;&#039;. If no new type is available, gain nothing. You may keep more vendors than supporting icons between inspections; capacity is checked &#039;&#039;&#039;ONLY when police inspect you&#039;&#039;&#039;. Removing an icon does not immediately return a token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landmarks:&#039;&#039;&#039; choose an available landmark and a legal footprint anchored on the ground. Spend enough construction icons from one edge-connected chain of tiles that touches or lies under the footprint. Spend whole tiles; excess icons are lost. A spent neglected ground tile must be covered by the landmark. Discard paid tiles and all replaced tiles. The footprint must cover the entire old building, including roof and sky. Remove the landmark from the shared supply.&lt;br /&gt;
&lt;br /&gt;
=== Landmark benefits (construction cost) ===&lt;br /&gt;
* &#039;&#039;&#039;Hat Boi Theater (2):&#039;&#039;&#039; 2 points per activity circle on all your tiles, including its own.&lt;br /&gt;
* &#039;&#039;&#039;Neighbourhood Park (2):&#039;&#039;&#039; +1 population to each ordinary building, including printed buildings. No population is added to landmarks. Its food activity circle also counts.&lt;br /&gt;
* &#039;&#039;&#039;School (3):&#039;&#039;&#039; doubles flat positive AND negative point values, including sky and the Pagoda. It does not double other scoring formulas or completion bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Office Building (3):&#039;&#039;&#039; 1 point per total population, including the Park&#039;s bonus to ordinary buildings.&lt;br /&gt;
* &#039;&#039;&#039;Pagoda (4):&#039;&#039;&#039; 20 points; 40 with the School.&lt;br /&gt;
* &#039;&#039;&#039;Ben Thanh Market (4):&#039;&#039;&#039; 4 points per vendor token you own. Its separate vendor icon also grants one available new vendor type and supports one token.&lt;br /&gt;
&lt;br /&gt;
Use each landmark&#039;s printed footprint. Each printed activity circle counts once, regardless of footprint size.&lt;br /&gt;
&lt;br /&gt;
== 3. Inspect ==&lt;br /&gt;
&#039;&#039;&#039;Only the police holder&#039;&#039;&#039; is inspected, after everyone finishes building:&lt;br /&gt;
# Return vendors of your choice until their number does not exceed your visible vendor icons.&lt;br /&gt;
# For every repeated activity circle in your street, discard tiles of your choice until only one of that type remains. Match circles, not illustrations. Landmark circles are not removed.&lt;br /&gt;
# Recheck vendor capacity after every street discard; return excess tokens to the shared supply.&lt;br /&gt;
# Discard every unplaced tile in your reserve. Other players keep theirs.&lt;br /&gt;
&lt;br /&gt;
Returned vendors become available; they are not automatically claimed.&lt;br /&gt;
&lt;br /&gt;
== Next round ==&lt;br /&gt;
The police holder starts the next draft. Return numbered permits, keep seals, empty the market and draw four new tiles each.&lt;br /&gt;
&lt;br /&gt;
== Final scoring ==&lt;br /&gt;
After the last inspection, add:&lt;br /&gt;
* &#039;&#039;&#039;Buildings:&#039;&#039;&#039; for each ordinary building, &#039;&#039;&#039;height × population&#039;&#039;&#039; in its column. Count visible ground, street and roof population plus any Park bonus. Subtract red population; a column&#039;s population cannot be negative. Roofs count toward height; sky and street do not. Landmarks have no ordinary building score.&lt;br /&gt;
* &#039;&#039;&#039;Rows:&#039;&#039;&#039; &#039;&#039;&#039;6 points&#039;&#039;&#039; for each full horizontal row of six placed spaces.&lt;br /&gt;
* &#039;&#039;&#039;Columns:&#039;&#039;&#039; &#039;&#039;&#039;6 points&#039;&#039;&#039; for each unbroken vertical run of six or more placed spaces. A longer run still earns only 6.&lt;br /&gt;
* &#039;&#039;&#039;Flat points:&#039;&#039;&#039; printed bonuses minus penalties, doubled by the School if owned.&lt;br /&gt;
* &#039;&#039;&#039;Landmarks:&#039;&#039;&#039; their scoring benefits, counting the Pagoda only once.&lt;br /&gt;
* &#039;&#039;&#039;Vendors:&#039;&#039;&#039; &#039;&#039;&#039;number of vendor tokens × total activity circles&#039;&#039;&#039; on all your tiles, including landmark circles.&lt;br /&gt;
&lt;br /&gt;
For completion bonuses, sky and landmark footprint spaces count; &#039;&#039;&#039;printed ground does not&#039;&#039;&#039;. Gaps and printed ground break vertical runs. Covered, discarded and unplaced tiles score nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highest total wins&#039;&#039;&#039;. Break ties by tallest ordinary building, then total population; otherwise share the win.&lt;br /&gt;
&lt;br /&gt;
== Optional: two-player Vendor Rivalry ==&lt;br /&gt;
Use only one token of each vendor type in the shared supply. Claim available types in permit order; no stealing. All other rules stay the same.&lt;br /&gt;
&lt;br /&gt;
== Solo — The Vendor Route ==&lt;br /&gt;
Play six deliveries using normal building, landmark and scoring rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setup:&#039;&#039;&#039; deal a market four tiles wide and three high. Keep its four corner tiles face down and its other eight tiles face up. Put police on the top-left hidden tile. After seeing the layout, choose any four different travelling vendors and place them on any four of the six &#039;&#039;&#039;INSIDE intersections&#039;&#039;&#039; (each touches four tiles), leaving two empty. Keep the unused traveller aside. Set out a board, all six landmarks and a separate scoring token of each vendor type. Travellers never score. No numbered permits are used.&lt;br /&gt;
&lt;br /&gt;
The inside route runs clockwise around the six intersections: top-left → top-middle → top-right → bottom-right → bottom-middle → bottom-left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each delivery:&#039;&#039;&#039;&lt;br /&gt;
# Move one traveller 1–3 intersections clockwise. Count every intersection passed. You may pass occupied intersections but &#039;&#039;&#039;must land on an empty one&#039;&#039;&#039;.&lt;br /&gt;
# Collect only the four tiles touching the destination, revealing hidden tiles collected. Add them to your reserve.&lt;br /&gt;
# If you collected the tile currently holding police, take police too: they do not patrol or discard market tiles this delivery. Otherwise, move police one hidden corner clockwise per traveller step. Discard face-up outer-edge tiles they pass, except collected tiles. &#039;&#039;&#039;Never discard hidden tiles&#039;&#039;&#039;; the two interior tiles are outside the patrol route.&lt;br /&gt;
# Build, claim scoring vendors and construct landmarks at normal costs. If you collected police, complete the normal inspection after building. Otherwise keep excess vendors and reserves.&lt;br /&gt;
# Refill empty market spaces left to right, top to bottom; the four corner tiles stay hidden. If police were collected, place them on any refreshed hidden corner. Otherwise they remain at their patrol destination. Travellers stay where they landed.&lt;br /&gt;
&lt;br /&gt;
After delivery six, finish building and any collected-police inspection, refresh and return police, then score normally. There is &#039;&#039;&#039;no automatic final inspection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Solo ranks ===&lt;br /&gt;
* Below 70: &#039;&#039;&#039;New Neighbour&#039;&#039;&#039;&lt;br /&gt;
* 70–84: &#039;&#039;&#039;Street Trader&#039;&#039;&#039;&lt;br /&gt;
* 85–94: &#039;&#039;&#039;Block Builder&#039;&#039;&#039;&lt;br /&gt;
* 95–108: &#039;&#039;&#039;City Planner&#039;&#039;&#039;&lt;br /&gt;
* 109+: &#039;&#039;&#039;Sai Gon Legend&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RollingWizard</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpphopho&amp;diff=31502</id>
		<title>Gamehelpphopho</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpphopho&amp;diff=31502"/>
		<updated>2026-09-19T03:03:55Z</updated>

		<summary type="html">&lt;p&gt;RollingWizard: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Phở Phở&#039;&#039;&#039; is a hand-shedding card game where players compete to inherit the street stall by serving customers, managing favor tokens, and collecting star ratings.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Collect the most Stars on Loyal Customer cards by the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup &amp;amp; Customer Line ==&lt;br /&gt;
* Three customers are face-up in the customer line: one &#039;&#039;&#039;Active Customer&#039;&#039;&#039; on the Bowl and two &#039;&#039;&#039;Side Customers&#039;&#039;&#039; waiting in line.&lt;br /&gt;
* Customers feature a Star Value (1 or 2 Stars), a &#039;&#039;&#039;Loved ingredient&#039;&#039;&#039;, and a &#039;&#039;&#039;Hated ingredient&#039;&#039;&#039;.&lt;br /&gt;
* Players start with a 6-card hand (which is also the hand limit) and 6 Favor Tokens set to their &#039;&#039;&#039;Mad&#039;&#039;&#039; side.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Choose one of two actions:&lt;br /&gt;
* &#039;&#039;&#039;Serve the Customers:&#039;&#039;&#039; Play 1–5 cards from your hand:&lt;br /&gt;
** &#039;&#039;Single Customer:&#039;&#039; Play 1 to 5 numerically consecutive cards (e.g., 2, 3, 4, 5) onto one customer.&lt;br /&gt;
** &#039;&#039;Multiple Customers:&#039;&#039; Play 2–3 matching value cards to serve up to 3 separate customers (1 card per customer).&lt;br /&gt;
** &#039;&#039;Bill:&#039;&#039; Play 1 Bill card next to any customer. This allows you to discard any number of cards from your hand and redraw that many.&lt;br /&gt;
** &#039;&#039;Placement Rule:&#039;&#039; An empty customer must start with a Value 1 (Noodle). Subsequent cards must either match the current top card&#039;s value or be exactly 1 value higher.&lt;br /&gt;
* &#039;&#039;&#039;Restock Ingredients:&#039;&#039;&#039; Draw cards equal to your current number of Mad Tokens. You may then immediately perform a &amp;quot;Serve the Customers&amp;quot; action, finally discarding down to 6 cards.&lt;br /&gt;
&lt;br /&gt;
== Loved &amp;amp; Hated Ingredients ==&lt;br /&gt;
* &#039;&#039;&#039;Loved:&#039;&#039;&#039; Playing a customer&#039;s loved ingredient flips 1 of your Mad Tokens to its Happy side.&lt;br /&gt;
* &#039;&#039;&#039;Hated:&#039;&#039;&#039; Playing a customer&#039;s hated ingredient immediately fails the order; the customer and their cards are discarded, and you give 1 of your Mad Tokens to an opponent.&lt;br /&gt;
&lt;br /&gt;
== Completing Orders &amp;amp; Scoring Favor ==&lt;br /&gt;
* An order is finished once a customer has both a &#039;&#039;&#039;Bill Card&#039;&#039;&#039; and a &#039;&#039;&#039;Value 5 Ingredient&#039;&#039;&#039; (unless the customer hates Bills, in which case no Bill is required).&lt;br /&gt;
* &#039;&#039;&#039;Active Customer finished:&#039;&#039;&#039; &#039;&#039;All&#039;&#039; players flip Favor Tokens from Mad to Happy equal to the customer&#039;s Star Value.&lt;br /&gt;
* &#039;&#039;&#039;Side Customer finished:&#039;&#039;&#039; &#039;&#039;Only the player who completed the order&#039;&#039; flips Favor Tokens to Happy equal to the customer&#039;s Star Value.&lt;br /&gt;
* When a customer leaves, slide remaining customers toward the bowl and draw a replacement.&lt;br /&gt;
&lt;br /&gt;
== Key Bonuses ==&lt;br /&gt;
* &#039;&#039;&#039;Empty Hand:&#039;&#039;&#039; If you empty your entire hand, flip 1 Mad Token to Happy and immediately draw a fresh hand of 6 cards.&lt;br /&gt;
* &#039;&#039;&#039;Perfect Reputation:&#039;&#039;&#039; When all your tokens become Happy, immediately claim a Loyal Customer card facedown to score at the end of the game, then reset all your tokens back to their Mad side.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
When &#039;&#039;&#039;The King&#039;&#039;&#039; card is revealed from near the bottom of the deck, each player gets one final turn. The King is awarded as a 3-Star Loyal Customer to the player with the most Happy Tokens (tiebreak: fewest Mad Tokens). Players reveal all earned Loyal Customers, and the player with the most total Stars wins. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Watch the deck count:&#039;&#039;&#039; When four or fewer Customer cards remain, The King is imminent. Shift your focus toward hoarding &#039;&#039;&#039;Happy Tokens&#039;&#039;&#039; before the final turn trigger.&lt;br /&gt;
* &#039;&#039;&#039;Leverage your token lead:&#039;&#039;&#039; Players with more total reputation tokens have a distinct edge. If you fall behind in token count, you risk resetting to entirely &#039;&#039;&#039;Mad Tokens&#039;&#039;&#039;, instantly knocking you out of the running for The King&#039;s massive 3-Star bonus.&lt;/div&gt;</summary>
		<author><name>RollingWizard</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstemandbranch&amp;diff=31325</id>
		<title>Gamehelpstemandbranch</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstemandbranch&amp;diff=31325"/>
		<updated>2026-09-07T01:43:42Z</updated>

		<summary type="html">&lt;p&gt;RollingWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== On Your Turn ==&lt;br /&gt;
Take &#039;&#039;&#039;2 mandatory actions&#039;&#039;&#039; from the available options (you may choose Draw or Summon, repeating an action if desired). Discard down to 7 cards at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draw:&#039;&#039;&#039; Take 1 card from the 8 face-up cards (refill immediately) or draw from the top of the deck.&lt;br /&gt;
* &#039;&#039;&#039;Summon:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Placement:&#039;&#039; Place the card into an empty space or on top of a lower-rank version of the same animal (Ascending).&lt;br /&gt;
** &#039;&#039;Cost:&#039;&#039; The base cost equals the card&#039;s rank, reduced by:&lt;br /&gt;
*** Each adjacent Shared Element.&lt;br /&gt;
*** The difference in rank when Ascending the same animal.&lt;br /&gt;
** &#039;&#039;Payment:&#039;&#039; Pay the cost by discarding cards or tokens matching either the &#039;&#039;&#039;Element&#039;&#039;&#039; or &#039;&#039;&#039;Animal icon&#039;&#039;&#039; of the summoned card.&lt;br /&gt;
** &#039;&#039;Animal Token:&#039;&#039; Take the matching Animal Token (steal from an opponent if needed).&lt;br /&gt;
&lt;br /&gt;
== Element Tokens ==&lt;br /&gt;
Acquire an Element Token by:&lt;br /&gt;
* Playing an animal on top of a lower-rank matching animal (Ascending).&lt;br /&gt;
* Covering an existing token on a game board space.&lt;br /&gt;
*(If none remain in the supply, steal one from another player.)*&lt;br /&gt;
&lt;br /&gt;
== Scoring Years (Points) ==&lt;br /&gt;
Gain Years (points) dynamically during the game:&lt;br /&gt;
* &#039;&#039;&#039;Gaining an Animal Token:&#039;&#039;&#039; Score 1 Year per Animal Token you currently control.&lt;br /&gt;
* &#039;&#039;&#039;Ascending an Animal:&#039;&#039;&#039; When ascending an animal you already control, score 1 Year per Element Token you currently control.&lt;br /&gt;
&lt;br /&gt;
== Game End &amp;amp; Final Scoring ==&lt;br /&gt;
The end of the game triggers when the deck runs out or any player reaches &#039;&#039;&#039;60 Years&#039;&#039;&#039;, finishing the current round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Final Scoring:&#039;&#039;&#039;&lt;br /&gt;
** 1 Year per remaining Element Token in your control.&lt;br /&gt;
** 1 Year per card in your hand that matches an Animal Token you control.&lt;br /&gt;
* &#039;&#039;&#039;Tiebreaker:&#039;&#039;&#039; The player controlling the current Year&#039;s animal (for 2026: the &#039;&#039;&#039;Horse&#039;&#039;&#039;) wins ties.&lt;br /&gt;
&lt;br /&gt;
== Co-op &amp;amp; Solo Mode ==&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Fully Ascend all 12 animals to Rank 5 before the deck runs out.&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; When placing a new animal, you may move any 1 animal by 1 space to optimize adjacent element discounts.&lt;br /&gt;
* &#039;&#039;&#039;Rank 5 Animals:&#039;&#039;&#039; Once an animal reaches Rank 5, place its Animal Token on top. It is locked, cannot be moved, and acts as a barrier.&lt;br /&gt;
* &#039;&#039;&#039;Endgame Scoring:&#039;&#039;&#039; Score only at the end for animals that reached Rank 5: 1 Year per card of that animal on the board.&lt;br /&gt;
* &#039;&#039;&#039;Perfect Clear Bonus:&#039;&#039;&#039; If all 12 animals reach Rank 5, score an extra 1 Year per remaining card in the deck and face-up row.&lt;br /&gt;
* &#039;&#039;&#039;Rankings:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;1–11:&#039;&#039; Beginner&lt;br /&gt;
** &#039;&#039;12–20:&#039;&#039; Apprentice&lt;br /&gt;
** &#039;&#039;21–28:&#039;&#039; Average&lt;br /&gt;
** &#039;&#039;29–37:&#039;&#039; Good&lt;br /&gt;
** &#039;&#039;38–45:&#039;&#039; Strong&lt;br /&gt;
** &#039;&#039;46–54:&#039;&#039; Expert&lt;br /&gt;
** &#039;&#039;55–59:&#039;&#039; Master!&lt;br /&gt;
&lt;br /&gt;
== Spirit Scrolls Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Setup &amp;amp; Overview ===&lt;br /&gt;
* 5 Scroll types (one per element), each ranked Level 1 to 5.&lt;br /&gt;
* Stack scrolls by element in 5 piles: Level 5 on the bottom, Level 1 on the top.&lt;br /&gt;
&lt;br /&gt;
=== Claiming a Scroll ===&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Summon an Animal Card matching the Scroll&#039;s element. The animal&#039;s level sets the maximum level of Scroll you can claim.&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; Move your marker backward on the Year Track by the Scroll&#039;s level.&lt;br /&gt;
* &#039;&#039;&#039;Exchange Discount:&#039;&#039;&#039; If upgrading/replacing a Scroll of that element, reduce the Year cost by the level of the returned Scroll (active or inactive). Discard any lower-level Scrolls passed over to the box.&lt;br /&gt;
* Place the claimed Scroll in front of you on its active side.&lt;br /&gt;
&lt;br /&gt;
=== New Action: Activate Scroll ===&lt;br /&gt;
Takes 1 of your 2 mandatory actions per turn. Flip an active Scroll to its inactive side to resolve its effect. The effect can only target cards/values equal to or lower than the Scroll&#039;s level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wood:&#039;&#039;&#039; Search the discard pile to summon 1 valid Animal Card directly to the board for free (normal placement and scoring apply).&lt;br /&gt;
* &#039;&#039;&#039;Fire:&#039;&#039;&#039; Remove an animal and all its cards from the board. Score 1 Year per card removed. Return the Animal Token to the supply; the player who controlled it gains an Element Token matching the topmost discarded card.&lt;br /&gt;
* &#039;&#039;&#039;Earth:&#039;&#039;&#039; Take all cards of a single animal type from the discard pile into your hand. Score 1 Year per card drawn (hand limit applies at end of turn).&lt;br /&gt;
* &#039;&#039;&#039;Metal:&#039;&#039;&#039; Choose an animal on the board and gain Years equal to its level. Then either move all its cards to an empty space OR swap the top card with any card underneath it.&lt;br /&gt;
* &#039;&#039;&#039;Water:&#039;&#039;&#039; Take unclaimed Element Tokens from the board or supply up to the Scroll&#039;s level.&lt;br /&gt;
&lt;br /&gt;
=== Free Action: Refreshing Scrolls ===&lt;br /&gt;
Spend 1 matching Element Token to flip a Scroll back to its active side. The token must match:&lt;br /&gt;
* The Scroll&#039;s &#039;&#039;&#039;own element&#039;&#039;&#039; (Self-Activation), OR&lt;br /&gt;
* Its &#039;&#039;&#039;generating element&#039;&#039;&#039; (Wood → Fire → Earth → Metal → Water → Wood).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Your turn ends immediately after your 2 main actions. Tokens gained on your second action cannot be spent to refresh scrolls until your next turn.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RollingWizard</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpphopho&amp;diff=31324</id>
		<title>Gamehelpphopho</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpphopho&amp;diff=31324"/>
		<updated>2026-09-07T01:41:14Z</updated>

		<summary type="html">&lt;p&gt;RollingWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Phở Phở&#039;&#039;&#039; is a hand-shedding card game where players compete to inherit the street stall by serving customers, managing favor tokens, and collecting star ratings.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Collect the most Stars on Loyal Customer cards by the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup &amp;amp; Customer Line ==&lt;br /&gt;
* Three customers are face-up in the customer line: one &#039;&#039;&#039;Active Customer&#039;&#039;&#039; on the Bowl and two &#039;&#039;&#039;Side Customers&#039;&#039;&#039; waiting in line.&lt;br /&gt;
* Customers feature a Star Value (1 or 2 Stars), a &#039;&#039;&#039;Loved ingredient&#039;&#039;&#039;, and a &#039;&#039;&#039;Hated ingredient&#039;&#039;&#039;.&lt;br /&gt;
* Players start with a 6-card hand (which is also the hand limit) and 6 Favor Tokens set to their &#039;&#039;&#039;Mad&#039;&#039;&#039; side.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Choose one of two actions:&lt;br /&gt;
* &#039;&#039;&#039;Serve the Customers:&#039;&#039;&#039; Play 1–5 cards from your hand:&lt;br /&gt;
** &#039;&#039;Single Customer:&#039;&#039; Play 1 to 5 numerically consecutive cards (e.g., 2, 3, 4, 5) onto one customer.&lt;br /&gt;
** &#039;&#039;Multiple Customers:&#039;&#039; Play 2–3 matching value cards to serve up to 3 separate customers (1 card per customer).&lt;br /&gt;
** &#039;&#039;Bill:&#039;&#039; Play 1 Bill card next to any customer. This allows you to discard any number of cards from your hand and redraw that many.&lt;br /&gt;
** &#039;&#039;Placement Rule:&#039;&#039; An empty customer must start with a Value 1 (Noodle). Subsequent cards must either match the current top card&#039;s value or be exactly 1 value higher.&lt;br /&gt;
* &#039;&#039;&#039;Restock Ingredients:&#039;&#039;&#039; Draw cards equal to your current number of Mad Tokens. You may then immediately perform a &amp;quot;Serve the Customers&amp;quot; action, finally discarding down to 6 cards.&lt;br /&gt;
&lt;br /&gt;
== Loved &amp;amp; Hated Ingredients ==&lt;br /&gt;
* &#039;&#039;&#039;Loved:&#039;&#039;&#039; Playing a customer&#039;s loved ingredient flips 1 of your Mad Tokens to its Happy side.&lt;br /&gt;
* &#039;&#039;&#039;Hated:&#039;&#039;&#039; Playing a customer&#039;s hated ingredient immediately fails the order; the customer and their cards are discarded, and you give 1 of your Mad Tokens to an opponent.&lt;br /&gt;
&lt;br /&gt;
== Completing Orders &amp;amp; Scoring Favor ==&lt;br /&gt;
* An order is finished once a customer has both a &#039;&#039;&#039;Bill Card&#039;&#039;&#039; and a &#039;&#039;&#039;Value 5 Ingredient&#039;&#039;&#039; (unless the customer hates Bills, in which case no Bill is required).&lt;br /&gt;
* &#039;&#039;&#039;Active Customer finished:&#039;&#039;&#039; &#039;&#039;All&#039;&#039; players flip Favor Tokens from Mad to Happy equal to the customer&#039;s Star Value.&lt;br /&gt;
* &#039;&#039;&#039;Side Customer finished:&#039;&#039;&#039; &#039;&#039;Only the player who completed the order&#039;&#039; flips Favor Tokens to Happy equal to the customer&#039;s Star Value.&lt;br /&gt;
* When a customer leaves, slide remaining customers toward the bowl and draw a replacement.&lt;br /&gt;
&lt;br /&gt;
== Key Bonuses ==&lt;br /&gt;
* &#039;&#039;&#039;Empty Hand:&#039;&#039;&#039; If you empty your entire hand, flip 1 Mad Token to Happy and immediately draw a fresh hand of 6 cards.&lt;br /&gt;
* &#039;&#039;&#039;Perfect Reputation:&#039;&#039;&#039; When all your tokens become Happy, immediately claim a Loyal Customer card facedown to score at the end of the game, then reset all your tokens back to their Mad side.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
When &#039;&#039;&#039;The King&#039;&#039;&#039; card is revealed from near the bottom of the deck, each player gets one final turn. The King is awarded as a Loyal Customer to the player with the most Happy Tokens (tiebreak: fewest Mad Tokens). Players reveal all earned Loyal Customers, and the player with the most total Stars wins.&lt;/div&gt;</summary>
		<author><name>RollingWizard</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpphopho&amp;diff=31323</id>
		<title>Gamehelpphopho</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpphopho&amp;diff=31323"/>
		<updated>2026-09-07T01:40:15Z</updated>

		<summary type="html">&lt;p&gt;RollingWizard: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Phở Phở&amp;#039;&amp;#039;&amp;#039; is a hand-shedding card game where players compete to inherit the street stall by serving customers, managing favor tokens, and collecting star ratings[cite: 1].  == Objective == Collect the most Stars on Loyal Customer cards by the end of the game[cite: 1].  == Setup &amp;amp; Customer Line == * Three customers are face-up in the customer line: one &amp;#039;&amp;#039;&amp;#039;Active Customer&amp;#039;&amp;#039;&amp;#039; on the Bowl and two &amp;#039;&amp;#039;&amp;#039;Side Customers&amp;#039;&amp;#039;&amp;#039; waiting in line[cite: 1]. * Customers feature a St...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Phở Phở&#039;&#039;&#039; is a hand-shedding card game where players compete to inherit the street stall by serving customers, managing favor tokens, and collecting star ratings[cite: 1].&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Collect the most Stars on Loyal Customer cards by the end of the game[cite: 1].&lt;br /&gt;
&lt;br /&gt;
== Setup &amp;amp; Customer Line ==&lt;br /&gt;
* Three customers are face-up in the customer line: one &#039;&#039;&#039;Active Customer&#039;&#039;&#039; on the Bowl and two &#039;&#039;&#039;Side Customers&#039;&#039;&#039; waiting in line[cite: 1].&lt;br /&gt;
* Customers feature a Star Value (1 or 2 Stars), a &#039;&#039;&#039;Loved ingredient&#039;&#039;&#039;, and a &#039;&#039;&#039;Hated ingredient&#039;&#039;&#039;[cite: 1].&lt;br /&gt;
* Players start with a 6-card hand (which is also the hand limit) and 6 Favor Tokens set to their &#039;&#039;&#039;Mad&#039;&#039;&#039; side[cite: 1].&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Choose one of two actions[cite: 1]:&lt;br /&gt;
* &#039;&#039;&#039;Serve the Customers:&#039;&#039;&#039; Play 1–5 cards from your hand[cite: 1]:&lt;br /&gt;
** &#039;&#039;Single Customer:&#039;&#039; Play 1 to 5 numerically consecutive cards (e.g., 2, 3, 4, 5) onto one customer[cite: 1].&lt;br /&gt;
** &#039;&#039;Multiple Customers:&#039;&#039; Play 2–3 matching value cards to serve up to 3 separate customers (1 card per customer)[cite: 1].&lt;br /&gt;
** &#039;&#039;Bill:&#039;&#039; Play 1 Bill card next to any customer[cite: 1]. This allows you to discard any number of cards from your hand and redraw that many[cite: 1].&lt;br /&gt;
** &#039;&#039;Placement Rule:&#039;&#039; An empty customer must start with a Value 1 (Noodle)[cite: 1]. Subsequent cards must either match the current top card&#039;s value or be exactly 1 value higher[cite: 1].&lt;br /&gt;
* &#039;&#039;&#039;Restock Ingredients:&#039;&#039;&#039; Draw cards equal to your current number of Mad Tokens[cite: 1]. You may then immediately perform a &amp;quot;Serve the Customers&amp;quot; action, finally discarding down to 6 cards[cite: 1].&lt;br /&gt;
&lt;br /&gt;
== Loved &amp;amp; Hated Ingredients ==&lt;br /&gt;
* &#039;&#039;&#039;Loved:&#039;&#039;&#039; Playing a customer&#039;s loved ingredient flips 1 of your Mad Tokens to its Happy side[cite: 1].&lt;br /&gt;
* &#039;&#039;&#039;Hated:&#039;&#039;&#039; Playing a customer&#039;s hated ingredient immediately fails the order; the customer and their cards are discarded, and you give 1 of your Mad Tokens to an opponent[cite: 1].&lt;br /&gt;
&lt;br /&gt;
== Completing Orders &amp;amp; Scoring Favor ==&lt;br /&gt;
* An order is finished once a customer has both a &#039;&#039;&#039;Bill Card&#039;&#039;&#039; and a &#039;&#039;&#039;Value 5 Ingredient&#039;&#039;&#039; (unless the customer hates Bills, in which case no Bill is required)[cite: 1].&lt;br /&gt;
* &#039;&#039;&#039;Active Customer finished:&#039;&#039;&#039; &#039;&#039;All&#039;&#039; players flip Favor Tokens from Mad to Happy equal to the customer&#039;s Star Value[cite: 1].&lt;br /&gt;
* &#039;&#039;&#039;Side Customer finished:&#039;&#039;&#039; &#039;&#039;Only the player who completed the order&#039;&#039; flips Favor Tokens to Happy equal to the customer&#039;s Star Value[cite: 1].&lt;br /&gt;
* When a customer leaves, slide remaining customers toward the bowl and draw a replacement[cite: 1].&lt;br /&gt;
&lt;br /&gt;
== Key Bonuses ==&lt;br /&gt;
* &#039;&#039;&#039;Empty Hand:&#039;&#039;&#039; If you empty your entire hand, flip 1 Mad Token to Happy and immediately draw a fresh hand of 6 cards[cite: 1].&lt;br /&gt;
* &#039;&#039;&#039;Perfect Reputation:&#039;&#039;&#039; When all your tokens become Happy, immediately claim a Loyal Customer card facedown to score at the end of the game, then reset all your tokens back to their Mad side[cite: 1].&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
When &#039;&#039;&#039;The King&#039;&#039;&#039; card is revealed from near the bottom of the deck, each player gets one final turn[cite: 1]. The King is awarded as a Loyal Customer to the player with the most Happy Tokens (tiebreak: fewest Mad Tokens)[cite: 1]. Players reveal all earned Loyal Customers, and the player with the most total Stars wins[cite: 1].&lt;/div&gt;</summary>
		<author><name>RollingWizard</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstemandbranch&amp;diff=30944</id>
		<title>Gamehelpstemandbranch</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstemandbranch&amp;diff=30944"/>
		<updated>2026-08-02T22:57:26Z</updated>

		<summary type="html">&lt;p&gt;RollingWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;On Your Turn&#039;&#039;&#039;: 2 Mandatory Actions (Draw or Summon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Draw:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draw 1 card from the eight face-up cards (replacing cards immediately) or from the top of the deck. (Discard down to 7 cards at the end of your turn.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Summon&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* The cost to summon animals is equal to the card rank, reduced by each adjacent Shared Element and the difference in rank when Ascending the same animal.&lt;br /&gt;
* The cost is paid by discarding cards or tokens matching the Element OR Animal icon of the card played.&lt;br /&gt;
* When placing cards, you must place them into an empty space or on top of a lower-rank version of the same animal.&lt;br /&gt;
* After summoning the animal, gain the matching Animal Token (take from another player if needed).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Element Tokens:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You acquire Element Tokens by playing Animals on top of lower-rank matching Animals (Ascending) OR by covering an existing token on the game board space. If an Element Token is not available, take one from another player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring Years (Points) ~&#039;&#039;&#039; Two ways to score during the game:&lt;br /&gt;
&lt;br /&gt;
# When gaining an Animal Token, you gain 1 year per Animal Token you control.&lt;br /&gt;
# When Ascending an animal you already control, you gain 1 year per Element Token you control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Game&#039;&#039;&#039; ~ Most Years Wins&lt;br /&gt;
&lt;br /&gt;
When the deck is empty or a player reaches 60 years, it triggers the last round. Each remaining Element Token you control counts as 1 year, and each card in your hand matching an Animal Token you control counts as 1 year.  &lt;br /&gt;
&lt;br /&gt;
Ties are broken by the player controlling the current years animal, which for 2026 is the Horse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Co-op and Solo&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Goal is the fully Ascend all animals to rank 5 before the cards run out. &lt;br /&gt;
* You only score at the end of the game for each animal that has reached rank 5, scoring 1 year for each card of that animal on the board.&lt;br /&gt;
* You may now move an animal 1 space when playing a new animal in order to optimize the adjacent element discount&lt;br /&gt;
* When a rank 5 animal is played, the matching Animal Token is placed onto the card to show it has been completed. That animal may no longer be moved and becomes a barrier.&lt;br /&gt;
* BONUS: When successfully Ascending all 12 animals to rank 5, you also count all remaining face up cards and cards remaining in the deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score Rankings&#039;&#039;&#039;:&lt;br /&gt;
1-11: Beginner, 12-20: Apprentice, 21-28: Average, 29-37: Good, 38-45: Strong, 46-54: Expert, 55-59: Master!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Scrolls Expansion&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There are 5 unique Scroll types for each element, and each type ranges from level 1 to 5. &lt;br /&gt;
&lt;br /&gt;
At the start of the game, set up the Scrolls into 5 matching element stacks from largest (level 5) on the bottom to the smallest (level 1) on the top of each. &lt;br /&gt;
&lt;br /&gt;
Players may own any number of Scrolls of each element type, provided they can fulfill the requirements and pay the cost.&lt;br /&gt;
&lt;br /&gt;
To claim an available scroll from the supply:&lt;br /&gt;
&lt;br /&gt;
* You must first &#039;&#039;&#039;Summon&#039;&#039;&#039; an Animal Card matching that Scroll&#039;s element. The level of the summoned Animal determines the maximum level of the Scroll you may take (e.g., summoning a level 3 Wood Animal allows you to claim up to a level 3 Wood Scroll).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pay the Cost&#039;&#039;&#039;: Move your marker backward on the Year Track by a number of years equal to the claimed Scroll&#039;s level. If you do not have the years available to pay, then you may not claim the Scroll.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Scroll Exchange&#039;&#039;&#039;: If you already own a Scroll of the matching element, you may exchange it for the new Scroll. If you do, you receive a discount equal to the Level of the exchanged Scroll. (The exchanged scroll may be active or inactive)&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Example: You own a level 2 Fire Scroll and claim a level 5 Fire Scroll. You return the level 2 Scroll to the supply and only pay 3 years instead of the full 5. The reverse is also true: If you own a level 5 Fire Scroll and later gain a lower level 3 Fire Scroll, you may exchange the level 5 without spending any years since you are exchanging for a lower level version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Discard any unclaimed lower level Scrolls of the matching element back to the game box.&lt;br /&gt;
&lt;br /&gt;
* Take the claimed Scroll and place it on its active side in front of you, ready to be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Action&#039;&#039;&#039;: Activate Scroll&lt;br /&gt;
On your turn, you must still take 2 actions. However, you now have a third choice available alongside the standard Draw and Summon actions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate Scroll Action&#039;&#039;&#039;: Trigger the ability of one of your active Element Scrolls and flip it to its inactive side.&lt;br /&gt;
* &#039;&#039;&#039;Level Limitation&#039;&#039;&#039;: The activated ability can only affect cards with a level equal to or lower than the level of the Scroll being activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Five Elemental Scroll Effects&#039;&#039;&#039;:&lt;br /&gt;
A Scroll’s strength scales based on its level, with level 5 being the strongest. The ability can only target cards of equal or lesser level to your Scroll&#039;s level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Scroll&#039;&#039;&#039;: Summon an Animal Card from the Discard Pile for free.&lt;br /&gt;
* Search the discard pile for a single Animal Card (of a level equal to or less than the Scrolls level) and Summon it directly onto the Game Board, ignoring its resource cost. &lt;br /&gt;
* The normal Token acquisition and year-scoring rules apply upon Summoning.&lt;br /&gt;
* You must be able to Summon the Animal Card following all the normal rules for Summoning. If the Animal cannot be Summoned, then you can not choose it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Scroll&#039;&#039;&#039;: Remove an Animal from the Calendar.&lt;br /&gt;
* Choose a single Animal type (of a level equal to or less than the Scrolls level) currently on the Game Board. Remove all cards of that Animal type and place them all in the discard pile. Gain 1 year on the Year Track for each card removed in this way.&lt;br /&gt;
* The player who controlled the matching Animal Token gains the matching Element Token of the topmost Animal Card removed. The current player chooses where to take the Element Token from the supply or game board first. If none are available they may take the Token from another player.&lt;br /&gt;
* Lastly return the matching Animal Token back to the supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Scroll&#039;&#039;&#039;: Draw up to 5 cards of a single Animal from the Discard Pile.&lt;br /&gt;
* Choose a single Animal Type. Draw all cards of that type (of a level equal to or less than the Scrolls level) from the discard pile into your hand. Gain 1 year on the Year Track for each card drawn. (Hand limits still apply at the end of your turn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Scroll&#039;&#039;&#039;: Move an Animal on the calendar or change its level.&lt;br /&gt;
* Select an Animal on the Game Board (of a level equal to or less than the Scrolls level) and gain years on the Year Track equal to the Animals level. You must now either move all of that Animals’ cards to any open, unoccupied space or exchange the topmost card with any other card underneath. If you cannot do either then you may not choose that Animal Card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Scroll&#039;&#039;&#039;: Gain Element Tokens&lt;br /&gt;
* Take any combination of unclaimed Element Tokens up to the Scrolls level and add them to your personal supply. You may not take Tokens from other players in this way, only choose from Tokens on the Game Board or from the supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Action: Refreshing Scrolls&#039;&#039;&#039;&lt;br /&gt;
You may spend one of the two matching Element Tokens indicated on the inactive side of a Scroll as a free action to refresh it, flipping it back to its active side. Place all spent Element Tokens next to the Game Board after use. The Element Token you spend must be one of two types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Its Own Element&#039;&#039;&#039; (Self-Activation)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Its Generating Element&#039;&#039;&#039; (The Cosmic Cycle: Wood feeds Fire &amp;gt; Fire forms Earth &amp;gt; Earth bears Metal &amp;gt; Metal carries Water &amp;gt; Water nourishes Wood).&lt;br /&gt;
&lt;br /&gt;
Your turn ends immediately after completing your two Main Actions, and you may no longer refresh Scrolls until your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: As your second Main Action, you activate the Water Scroll to collect Element Tokens. Because your turn ends immediately after completing this Main Action, you cannot use those newly collected Element Tokens to refresh any Scrolls until your next turn.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RollingWizard</name></author>
	</entry>
</feed>