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	<updated>2026-10-10T14:19:33Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskat&amp;diff=30042</id>
		<title>Gamehelpskat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskat&amp;diff=30042"/>
		<updated>2026-05-30T15:43:51Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: Copied over some rules from pagat.com&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Point values of cards ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; height: 4em;&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Rank	&lt;br /&gt;
!J	&lt;br /&gt;
!A	&lt;br /&gt;
!10	&lt;br /&gt;
!K	&lt;br /&gt;
!Q	&lt;br /&gt;
!9	&lt;br /&gt;
!8	&lt;br /&gt;
!7&lt;br /&gt;
|-&lt;br /&gt;
!Value	&lt;br /&gt;
!2	&lt;br /&gt;
!11	&lt;br /&gt;
!10	&lt;br /&gt;
!4	&lt;br /&gt;
!3	&lt;br /&gt;
!0	&lt;br /&gt;
!0	&lt;br /&gt;
!0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The non-trump suit cards rank in order &lt;br /&gt;
A-10-K-Q-9-8-7. &lt;br /&gt;
&lt;br /&gt;
The trumps rank the same way with the four jacks on top in the order &lt;br /&gt;
J♣, J♠, J♥, J♦.&lt;br /&gt;
&lt;br /&gt;
The total face value of all cards is 120 points. The declarer&#039;s goal is to take at least 61 points in tricks in order to win that round of the game.&lt;br /&gt;
&lt;br /&gt;
== The Possible Contracts ==&lt;br /&gt;
If you win the bidding you are entitled to pick up the two skat cards, add them to your hand without showing them to the other players, and discard any two cards face down. The cards discarded may include one or both of the cards picked up, and their value counts along with your tricks. Having discarded, you declare your game. If you looked at the skat, your contract is a &#039;&#039;skat game&#039;&#039;. There are seven possibilities:&lt;br /&gt;
&lt;br /&gt;
Diamonds, Hearts, Spades, Clubs (in which the named suit is trumps and the declarer tries to take at least 61 card points),&lt;br /&gt;
&lt;br /&gt;
Grand (in which the jacks are the only trumps and the declarer tries to take at least 61 card points),&lt;br /&gt;
&lt;br /&gt;
Null (in which there are no trumps and the declarer tries to lose every trick),&lt;br /&gt;
&lt;br /&gt;
Null Ouvert (Open Null) (like Null but with declarer&#039;s cards are exposed).&lt;br /&gt;
&lt;br /&gt;
You may choose not to look at the skat cards, but to play with the 10 cards you were originally dealt. If you don&#039;t look at the skat you are playing a &#039;&#039;hand game&#039;&#039;, and again there are seven possibilities: Diamonds Hand, Hearts Hand, Spades Hand, Clubs Hand, Grand Hand, Null Hand and Null Ouvert Hand. In this case no one must look at the skat cards until after the play.&lt;br /&gt;
&lt;br /&gt;
If you are declarer in a Suit Hand or Grand Hand game, you can increase the value of the game by announcing Schneider (undertaking to win at least 90 card points), or Schwarz (undertaking to win all the tricks), or Open (Ouvert) (undertaking to win all the tricks with your cards exposed). Such announcements must be made before the lead to the first trick. These announcements are not allowed if declarer has looked at the skat. Also (obviously) they do not apply in Null games.&lt;br /&gt;
&lt;br /&gt;
== Calculating the Value of the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Suit and Grand contracts ===&lt;br /&gt;
The value of a Suit or Grand contract is obtained by multiplying together two numbers: the &#039;&#039;base value&#039;&#039; and the &#039;&#039;multiplier&#039;&#039;. The base value depends on the trump suit as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Contract&lt;br /&gt;
!&lt;br /&gt;
!Base value&lt;br /&gt;
|-&lt;br /&gt;
|Diamonds&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Hearts&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Spades&lt;br /&gt;
|&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Clubs&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Grand&lt;br /&gt;
|&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
The multiplier is the sum of all applicable items from the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Skat game&lt;br /&gt;
!Hand game&lt;br /&gt;
|-&lt;br /&gt;
|[[/www.pagat.com/schafkopf/skat.html#matadors|Matadors]] (with or against)&lt;br /&gt;
|1 each&lt;br /&gt;
|1 each&lt;br /&gt;
|-&lt;br /&gt;
|Game (always applies)&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Hand (declarer did not look at the skat)&lt;br /&gt;
|n/a&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Schneider (one side took 90 or more card points)&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Schneider announced&lt;br /&gt;
|n/a&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Schwarz (one side took every trick)&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Schwarz announced&lt;br /&gt;
|n/a&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Open&lt;br /&gt;
|n/a&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |(n/a = not applicable)&lt;br /&gt;
|}&lt;br /&gt;
Note that all applicable multipliers count - for example&lt;br /&gt;
&lt;br /&gt;
* if you make the opponents Schwarz, you count the matadors, game, Schneider and Schwarz multipliers;&lt;br /&gt;
* if you announce and make Schneider you count matadors, game, Hand, Schneider and Schneider announced;&lt;br /&gt;
* if you announce and make Schwarz you count matadors, game, Hand, Schneider, Schneider announced, Schwarz, Schwarz announced.&lt;br /&gt;
&lt;br /&gt;
Open contracts are extremely rare: you can only play open if you did not look at the skat and you also undertake to win every trick. By implication, an open contract includes announcements of Schneider and Schwarz,so you count: matadors, game, Hand, Schneider, Schneider announced, Schwarz, Schwarz announced, and Open.&lt;br /&gt;
&lt;br /&gt;
==== Matadors ====&lt;br /&gt;
The jack of clubs and any top trumps in unbroken sequence with it are called &#039;&#039;matadors&#039;&#039;. If as declarer you have such a sequence in your original hand plus the skat, you are with that number of matadors. If there is such a sequence in the opponents&#039; combined hands, declarer is against that number of matadors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |Examples of matadors (Hearts are trumps)&lt;br /&gt;
|-&lt;br /&gt;
|Declarer has:&lt;br /&gt;
| &lt;br /&gt;
|Declarer is:&lt;br /&gt;
|-&lt;br /&gt;
|J, J, J, A, 10, Q, 9&lt;br /&gt;
|&lt;br /&gt;
|with 1&lt;br /&gt;
|-&lt;br /&gt;
|J, J, J, J, A, 10, K&lt;br /&gt;
|&lt;br /&gt;
|with 7&lt;br /&gt;
|-&lt;br /&gt;
|J, J, A, K, Q, 7&lt;br /&gt;
|&lt;br /&gt;
|against 1&lt;br /&gt;
|-&lt;br /&gt;
|J, A, 10, K, Q, 7&lt;br /&gt;
|&lt;br /&gt;
|against 3&lt;br /&gt;
|}&lt;br /&gt;
Note that for the purposes of matadors, cards in the skat count as part of declarer&#039;s hand, even though in a Hand game declarer does not know what is in the skat when choosing the game.&lt;br /&gt;
&lt;br /&gt;
The game multiplier is always counted, whether declarer wins or loses. The calculation of the value of a game sounds something like this: &amp;quot;with 2, game 3, Schneider 4, 4 times spades is 44&amp;quot;. The declarer must always be with or against at least one matador (the jack of clubs must be somewhere), so the smallest possible multiplier is 2, and the smallest possible game value (and the lowest possible bid) is 18.&lt;br /&gt;
&lt;br /&gt;
=== Null contracts ===&lt;br /&gt;
These are easy to score. Each possible Null contract has a fixed value unaffected by multipliers. As with all contracts, an unsuccessful declarer loses twice the value of the game. The Null values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Contract&lt;br /&gt;
|&lt;br /&gt;
!Fixed Value&lt;br /&gt;
|&lt;br /&gt;
!Amount lost if unsuccessful&lt;br /&gt;
|-&lt;br /&gt;
|Null&lt;br /&gt;
|.....&lt;br /&gt;
|23&lt;br /&gt;
|.....&lt;br /&gt;
|46&lt;br /&gt;
|-&lt;br /&gt;
|Null Hand&lt;br /&gt;
|.....&lt;br /&gt;
|35&lt;br /&gt;
|.....&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Null Ouvert&lt;br /&gt;
|.....&lt;br /&gt;
|46&lt;br /&gt;
|.....&lt;br /&gt;
|92&lt;br /&gt;
|-&lt;br /&gt;
|Null Ouvert Hand&lt;br /&gt;
|.....&lt;br /&gt;
|59&lt;br /&gt;
|.....&lt;br /&gt;
|118&lt;br /&gt;
|}&lt;br /&gt;
These rather eccentric looking numbers are chosen to fit between the other contract values, each being slightly below a multiple of 12. &lt;br /&gt;
&lt;br /&gt;
== The Scoring ==&lt;br /&gt;
If declarer wins the game and the value of the game is as least as much as the bid, then the value of the game is added to the declarer&#039;s cumulative score.&lt;br /&gt;
&lt;br /&gt;
If the declarer loses the game and the value of the game is as least as much as the bid, then twice the value of the game is subtracted from the declarer&#039;s score.&lt;br /&gt;
&lt;br /&gt;
If the value of the declarer&#039;s game turns out to be less than the bid then the declarer automatically loses - it does not matter how many card points were taken. The amount subtracted from the declarer&#039;s score is twice the least multiple of the base value of the game actually played which would have fulfilled the bid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the above are the official rules as from 1st January 1999. Before then, scores for lost games played from the hand were not doubled&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If as declarer you announce Schneider but take less than 90 card points, or if you announce Schwarz or Open and lose a trick, you lose, counting all the multipliers you would have won if you had succeeded.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskat&amp;diff=30041</id>
		<title>Gamehelpskat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskat&amp;diff=30041"/>
		<updated>2026-05-30T15:31:12Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: updated the contracts to be a bit clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Point values of cards ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; height: 4em;&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Rank	&lt;br /&gt;
!J	&lt;br /&gt;
!A	&lt;br /&gt;
!10	&lt;br /&gt;
!K	&lt;br /&gt;
!Q	&lt;br /&gt;
!9	&lt;br /&gt;
!8	&lt;br /&gt;
!7&lt;br /&gt;
|-&lt;br /&gt;
!Value	&lt;br /&gt;
!2	&lt;br /&gt;
!11	&lt;br /&gt;
!10	&lt;br /&gt;
!4	&lt;br /&gt;
!3	&lt;br /&gt;
!0	&lt;br /&gt;
!0	&lt;br /&gt;
!0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The non-trump suit cards rank in order &lt;br /&gt;
A-10-K-Q-9-8-7. &lt;br /&gt;
&lt;br /&gt;
The trumps rank the same way with the four jacks on top in the order &lt;br /&gt;
J♣, J♠, J♥, J♦.&lt;br /&gt;
&lt;br /&gt;
The total face value of all cards is 120 points. The declarer&#039;s goal is to take at least 61 points in tricks in order to win that round of the game.&lt;br /&gt;
&lt;br /&gt;
== The Possible Contracts ==&lt;br /&gt;
If you win the bidding you are entitled to pick up the two skat cards, add them to your hand without showing them to the other players, and discard any two cards face down. The cards discarded may include one or both of the cards picked up, and their value counts along with your tricks. Having discarded, you declare your game. If you looked at the skat, your contract is a &#039;&#039;skat game&#039;&#039;. There are seven possibilities:&lt;br /&gt;
&lt;br /&gt;
Diamonds, Hearts, Spades, Clubs (in which the named suit is trumps and the declarer tries to take at least 61 card points),&lt;br /&gt;
&lt;br /&gt;
Grand (in which the jacks are the only trumps and the declarer tries to take at least 61 card points),&lt;br /&gt;
&lt;br /&gt;
Null (in which there are no trumps and the declarer tries to lose every trick),&lt;br /&gt;
&lt;br /&gt;
Null Ouvert (Open Null) (like Null but with declarer&#039;s cards are exposed).&lt;br /&gt;
&lt;br /&gt;
You may choose not to look at the skat cards, but to play with the 10 cards you were originally dealt. If you don&#039;t look at the skat you are playing a &#039;&#039;hand game&#039;&#039;, and again there are seven possibilities: Diamonds Hand, Hearts Hand, Spades Hand, Clubs Hand, Grand Hand, Null Hand and Null Ouvert Hand. In this case no one must look at the skat cards until after the play.&lt;br /&gt;
&lt;br /&gt;
If you are declarer in a Suit Hand or Grand Hand game, you can increase the value of the game by announcing Schneider (undertaking to win at least 90 card points), or Schwarz (undertaking to win all the tricks), or Open (Ouvert) (undertaking to win all the tricks with your cards exposed). Such announcements must be made before the lead to the first trick. These announcements are not allowed if declarer has looked at the skat. Also (obviously) they do not apply in Null games.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporapamine&amp;diff=26459</id>
		<title>Gamehelporapamine</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporapamine&amp;diff=26459"/>
		<updated>2025-09-12T20:00:01Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: Added rules for diamond and blackbody expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We&#039;ve received a request to locate gemstones in Orapa Mine, the world’s largest diamond mine. By sending ultrasonic waves deep into the ground and analyzing the signals that return, we can determine the position and condition of the gemstones. Although signals sometimes return abnormally, as experts, we will ultimately find the gemstones—just as we always have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;GOAL OF THE GAME&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be the first player to deduce the exact positions of all of the gemstones.&lt;br /&gt;
&lt;br /&gt;
=== SETUP ===&lt;br /&gt;
In the BGA adaptation, there&#039;s no quiz master. The puzzle is randomly set-up and shared by all players. The original 2-player rules are not used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;GAMEBOARD&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BGA implementation has 3 sections of note.  A gridded map, gemstone overlay pieces, and the game log.  The gridded map has identifiers for the left and right side of each row and the top and bottom of each column.  As turns progress, these identifiers will be color coded to reflect known information.  The gemstone overlay pieces may be dragged onto the gridded area to document the suspected or known orientations of the gemstones as well as empty cells.  The 4 corners of the gridded area have tools for saving the gemstone overlay, clearing the gridded area, show/hide gemstone piece overlay, and show/hide gemstone piece overlay controls.  The game log will identify the details of the player actions to enable the deduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;TURN STRUCTURE&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On your turn you may do 1 of the following 3 actions:&lt;br /&gt;
&lt;br /&gt;
1) &amp;lt;u&amp;gt;Send Ultrasound Wave&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose a starting position on the end of the gridded area.  The ultrasound wave will be transmitted in a straight line from this spot.  The players will be informed of the exit location as well as a color designation which will act as a clue as to which gemstones, if any, the ultrasound wave bounced against.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot; style=&amp;quot;border-style: solid; border-width: 20px&amp;quot;&lt;br /&gt;
|+ Ultrasound Wave Color Key&lt;br /&gt;
|-&lt;br /&gt;
! Number of Unique Gemstone Colors !! Gemstone Colors (may occur in any order) !! Ultrasound Wave Result Color&lt;br /&gt;
|-&lt;br /&gt;
| 0 || n/a || Transparent&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Blue || Blue&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Red || Red&lt;br /&gt;
|-&lt;br /&gt;
| 1 || White || White&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Yellow || Yellow&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Blue / Red || Purple&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Blue / White || Sky Blue&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Blue / Yellow || Green&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Red / White || Pink&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Red / Yellow || Orange&lt;br /&gt;
|-&lt;br /&gt;
| 2 || White / Yellow || Lemon&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Blue / Red / White || Light Purple&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Blue / Red / Yellow || Black&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Blue / White / Yellow || Light Green&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Red / White / Yellow || Light Orange&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Blue / Red / White / Yellow || Gray&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wave hits multiple instances of the same gemstone color it does not change the result color.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;u&amp;gt;Ask About Specific Position&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this instance, the player picks a specific coordinate on the gridded area and is informed what color gemstone occupies that space, if any.&lt;br /&gt;
&lt;br /&gt;
3) &amp;lt;u&amp;gt;Submit Answer&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player believes to know the exact locations/orientations of all of the gemstones they may overlay the gemstones on the gridded area and submit their answer.  If they are correct, they win.&lt;br /&gt;
&lt;br /&gt;
=== Diamond Expansion ===&lt;br /&gt;
Once players are familiar with the game, they may add a transparent gemstone piece for increased difficulty. The transparent gem reflects ultrasound waves like other gemstones but does not change the beam’s color. When the beam hits other gemstones in addition to the transparent one, their colors are determined by the original rules.&lt;br /&gt;
&lt;br /&gt;
=== Blackbody Expansion ===&lt;br /&gt;
For expert-level difficulty, players may add a black gemstone piece. The black gemstone absorbs ultrasonic waves and does not reflect them. In this case, the quiz master responds with “The signal was absorbed” rather than providing an exit point or color.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspellcrafter&amp;diff=24601</id>
		<title>Gamehelpspellcrafter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspellcrafter&amp;diff=24601"/>
		<updated>2025-04-07T14:45:34Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;How to play&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The following rules are for 3-5 players. If this is your first game, it is recommended to include the “friendly rules” which makes the jumper card not mandatory. &lt;br /&gt;
&lt;br /&gt;
Players look at the cards in their hand. Next, select one card to keep by placing it in a pile face down in front of them. Once everyone has selected a card, pass your remaining hand to the player on your left face down.  &lt;br /&gt;
&lt;br /&gt;
Repeat this process until you have a pile of 7 selected cards. Instead of passing the last card, place it face down in front of you to represent the jumper card.    &lt;br /&gt;
&lt;br /&gt;
After the last card is placed face down, Players have 2 minutes to craft a word from among their selected letters plus the jumper shared letter. It is not mandatory to use the jumper, special cards, or all letters. &lt;br /&gt;
&lt;br /&gt;
Record your points for the round where it is visible to all players, then discard all cards face-up to create a discard pile beside the deck.  &lt;br /&gt;
&lt;br /&gt;
To begin a new round, deal a new hand of 8 cards to each player from the remaining deck and a new jumper card to the middle of the table. Alternate passing direction with each round. &lt;br /&gt;
&lt;br /&gt;
If you run out of cards while dealing, reshuffle the entire deck along with any discarded cards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Each letter has a point value on the top left of the card. Simply add up the value of each letter to determine the value of the word. &lt;br /&gt;
&lt;br /&gt;
Flush:   Double the word value when all letters are the same suit.  &lt;br /&gt;
Straight:  Double the word value when the word is  5 letters or longer.  &lt;br /&gt;
Both:   Triple the word value for Flush Straights!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game End&#039;&#039;&#039;    &lt;br /&gt;
&lt;br /&gt;
When a player plays a single word worth 50 or more points, that player immediately wins the game regardless of any other scoring.    &lt;br /&gt;
&lt;br /&gt;
Otherwise, the game ends after four rounds and the player with highest total across all four rounds is the winner! If there is a tie, the player with the longest word in the final round wins.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspellcrafter&amp;diff=24600</id>
		<title>Gamehelpspellcrafter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspellcrafter&amp;diff=24600"/>
		<updated>2025-04-07T14:44:38Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: Created page with &amp;quot;How to play The following rules are for 3-5 players. If this is your first game, it is recommended to include the “friendly rules” which makes the jumper card not mandatory.   Players look at the cards in their hand. Next, select one card to keep by placing it in a pile face down in front of them. Once everyone has selected a card, pass your remaining hand to the player on your left face down.    Repeat this process until you have a pile of 7 selected cards. Instead...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to play&lt;br /&gt;
The following rules are for 3-5 players. If this is your first game, it is recommended to include the “friendly rules” which makes the jumper card not mandatory. &lt;br /&gt;
&lt;br /&gt;
Players look at the cards in their hand. Next, select one card to keep by placing it in a pile face down in front of them. Once everyone has selected a card, pass your remaining hand to the player on your left face down.  &lt;br /&gt;
&lt;br /&gt;
Repeat this process until you have a pile of 7 selected cards. Instead of passing the last card, place it face down in front of you to represent the jumper card.    &lt;br /&gt;
&lt;br /&gt;
After the last card is placed face down, Players have 2 minutes to craft a word from among their selected letters plus the jumper shared letter. It is not mandatory to use the jumper, special cards, or all letters. &lt;br /&gt;
&lt;br /&gt;
Record your points for the round where it is visible to all players, then discard all cards face-up to create a discard pile beside the deck.  &lt;br /&gt;
&lt;br /&gt;
To begin a new round, deal a new hand of 8 cards to each player from the remaining deck and a new jumper card to the middle of the table. Alternate passing direction with each round. &lt;br /&gt;
&lt;br /&gt;
If you run out of cards while dealing, reshuffle the entire deck along with any discarded cards. &lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
Each letter has a point value on the top left of the card. Simply add up the value of each letter to determine the value of the word. &lt;br /&gt;
&lt;br /&gt;
Flush:   Double the word value when all letters are the same suit.  &lt;br /&gt;
Straight:  Double the word value when the word is  5 letters or longer.  &lt;br /&gt;
Both:   Triple the word value for Flush Straights!&lt;br /&gt;
&lt;br /&gt;
Game End &lt;br /&gt;
When a player plays a single word worth 50 or more points, that player immediately wins the game regardless of any other scoring.    &lt;br /&gt;
&lt;br /&gt;
Otherwise, the game ends after four rounds and the player with highest total across all four rounds is the winner! If there is a tie, the player with the longest word in the final round wins.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbulbous&amp;diff=23054</id>
		<title>Gamehelpbulbous</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbulbous&amp;diff=23054"/>
		<updated>2024-10-18T17:54:56Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: Translated Spanish Rulebook to English&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to play? &lt;br /&gt;
This section of the rulebook explains how you and your friends are going to play the game. You will be the First Player and it will be your responsibility to patiently explain the rules to the other players (they will be the Opponents). The game is divided into rounds, each with 3 turns for 3 players or 4 turns for 2 and 4 players. In each round, players have the opportunity to place bulbs on the Active Specimen cards. The round consists of playing one turn for all Active Specimens on the table. As the First Player, your role is to choose the sequence of how the turns are played this round. Place the First Player token of your color on an active card of your choice (that will be the first card to be enchanted). In each turn, starting with the First Player and going clockwise, decisions will be made that will allow you to enchant the Active Specimen or manage your hand of cards to maximize your score.&lt;br /&gt;
&lt;br /&gt;
On their turn each player may choose one of three available actions: &lt;br /&gt;
&lt;br /&gt;
A. Play any number of enchantment cards from their hand face down on the table.&lt;br /&gt;
B. Exchange up to 2 enchantment cards from your hand for 2 new ones from the deck &lt;br /&gt;
C. Pass your turn and pick up 1 enchantment card from the deck &lt;br /&gt;
Note: Barring an advanced variant explained later in this rulebook, you cannot play cards of a different color than the active Baelfungious.&lt;br /&gt;
&lt;br /&gt;
A. Play any number of Charm Cards &lt;br /&gt;
When you choose to play cards, you make a bet against your opponents with the numerical value of the cards in your hand. The cards must be the same color to count as a Charm bet. Choose cards from your hand and place them face down in front of you. Turn order begins with the First Player and continues with the player to the left. When everyone has taken their turn, players reveal their cards at the same time and whoever has the highest number by adding the values ​​of their played Charm Cards wins. The winner of the bet is rewarded with the privilege of placing a bulb on the card. In case of a tie, no one places the bulb on the card and this Baelfungious is ignored for this round.&lt;br /&gt;
&lt;br /&gt;
B. Swap Up to 2 Charm Cards &lt;br /&gt;
On your turn, you may choose not to play any Charm cards on Baelfungious, giving you the opportunity to adjust your hand for future turns. You may swap up to 2 cards for 2 new ones from the deck. Discard cards from your hand to a discard pile next to the Charm card deck. Cards in the discard pile must be placed face up. When you choose this action and the Charm deck runs out, shuffle the discard pile and create a new Charm deck from the face down cards. &lt;br /&gt;
&lt;br /&gt;
C. Pass Your Turn and Draw a Card &lt;br /&gt;
&lt;br /&gt;
Part of your strategy is creating a winning hand. You may pass your turn and add 1 extra card to your hand. If you already have 7 cards (hand limit 3-4 players) or 9 cards (limit 2 players), ignore the extra card. When you choose this action and the Charm deck runs out, shuffle the discard pile and create a new Charm deck.&lt;br /&gt;
&lt;br /&gt;
Once all Active Specimens are played, the round is over. Baelfungious cards that have been completed must be returned to the inactive card row in the player&#039;s play area. Baelfungious cards that have not yet been completed remain in play. &lt;br /&gt;
&lt;br /&gt;
New Round &lt;br /&gt;
Before starting a new round, if a Baelfungious has left the play area, all players replenish their hand of enchantment cards up to the hand limit. The First Player role is passed to the player on the left. Players who collected the completed Baelfungious will replenish them with an empty one of the same color. Start the round by choosing the first specimen to be enchanted, by placing the First Player token on that card. &lt;br /&gt;
&lt;br /&gt;
Cards &lt;br /&gt;
In addition to the numerical enchantment cards, there are 2 special cards: the Wild (2 cards) and the Double (4 cards, one of each color). The Wild, when revealed, wins the bet of its symbol automatically. The Double multiplies the sum of the total value of your bet by 2. Doubles can only be used to multiply cards of the specific color and can only be played on a Baelfungious of the same color.&lt;br /&gt;
&lt;br /&gt;
End of the Game &lt;br /&gt;
The game ends at the end of the round in which a player’s last Baelfungious is put into play as an active card. &lt;br /&gt;
&lt;br /&gt;
How to Win &lt;br /&gt;
The player with the most points wins. To score points, players must check the bulbs they played during the game. In the event of a majority or a tie of bulbs on a completed card, the player scores extra points. To calculate the final score, players must tally: • 2 points for each majority of bulbs on a completed card. • 1 point for each tie on a completed card. • 1 point for each bulb played on any Baelfungious. In the event of a tie, the victory is shared.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpimtheboss&amp;diff=19291</id>
		<title>Gamehelpimtheboss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpimtheboss&amp;diff=19291"/>
		<updated>2023-12-20T02:31:49Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;I&amp;#039;m the Boss!&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is a board game by American designer Sid Sackson. It is a negotiation game in which a group of players compete and cooperate to put together profitable business deals. The goal is to make the most money. &amp;#039;&amp;#039;I&amp;#039;m the Boss&amp;#039;&amp;#039; is currently published by Gryphon Games, after the Face2Face Games edition. It was previously published as &amp;#039;&amp;#039;Kohle, Kies &amp;amp; Knete&amp;#039;&amp;#039;.  ==Components== * A game board with a circular track of sixteen spaces, each depicting sha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;I&#039;m the Boss!&#039;&#039;&#039;&#039;&#039; is a [[board game]] by American designer [[Sid Sackson]]. It is a negotiation game in which a group of players compete and cooperate to put together profitable business deals. The goal is to make the most money. &#039;&#039;I&#039;m the Boss&#039;&#039; is currently published by Gryphon Games, after the Face2Face Games edition. It was previously published as &#039;&#039;Kohle, Kies &amp;amp; Knete&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
* A game board with a circular track of sixteen spaces, each depicting share volume and investors of a potential deal.&lt;br /&gt;
* Fifteen tiles showing the share prices of deals, numbered 1 to 15 (&amp;quot;Deal&amp;quot; cards).&lt;br /&gt;
* A supply of light [[card stock]] play [[Banknote|money]].&lt;br /&gt;
* One [[dollar sign]] shaped marker.&lt;br /&gt;
* One [[Dice|die]].&lt;br /&gt;
* Six cards representing investors.&lt;br /&gt;
* A custom deck of 98 [[Playing cards|cards]] (&amp;quot;Influence&amp;quot; cards).&amp;lt;ref&amp;gt;{{cite web |title=I&#039;m the boss! game rules |url=https://www.ultraboardgames.com/im-the-boss/game-rules.php |website=UltraBoardGames |access-date=30 November 2021 |ref=1}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
The money is sorted into denominations.  Each player is randomly issued investor cards (usually one), with remainders placed face up near the board. The player with the first investor alphabetically will play first; the player to his right chooses which board space to place the dollar marker upon. The deck is shuffled and each player is dealt five cards. The tiles are sorted in order and placed on the board.&lt;br /&gt;
&lt;br /&gt;
Players act in turn. On each game turn, the acting player may either leave the marker in place or roll the die and advance the marker. If he does the latter, he may either play the new space or draw three cards from the deck.&lt;br /&gt;
&lt;br /&gt;
If a player does not draw cards, he may attempt to make a deal based on the current board position. Notations on the board dictate which investors must be involved to close the deal, as well as the number of shares that will pay out. The tile indicates the share price. Most spaces offer choices as to which investors to involve, while some do not.&lt;br /&gt;
&lt;br /&gt;
In order for a deal to occur, players who control the required investors must agree to the terms proposed by the acting player. Terms may only specify which investors will be involved and how the total proceeds of the deal will be distributed: no other offer of consideration is legal play. Players need not control an investor involved in the deal in order to be included in its terms. In particular, the acting player may propose a deal where he draws proceeds merely for the service of allowing the deal to go through.&lt;br /&gt;
&lt;br /&gt;
If an agreement is reached, the proceeds (share price × number of shares) are distributed as agreed. The current tile is placed over the current board space, indicating that the deal was done. Such spaces are skipped in future board movement. If the acting player cannot bring negotiations to a satisfactory conclusion, he may end his turn. No proceeds are generated and the current tile and board space remain as before.&lt;br /&gt;
&lt;br /&gt;
At any time during negotiations, cards may be played. These can have a variety of effects under different circumstances, including:&lt;br /&gt;
* Bringing a temporary proxy for one of the investors (a &amp;quot;Clan card&amp;quot;) into play for the duration of the deal.&lt;br /&gt;
* Rendering an investor (or proxy) ineligible for the current deal.&lt;br /&gt;
* Taking ownership of an investor from another player, or from the face-up pool.&lt;br /&gt;
* Taking over the role of the current player (&amp;quot;The Boss&amp;quot;), both in approving the terms of the deal and in subsequent passing of the turn order.&lt;br /&gt;
* Cancelling the effect of another card play.&lt;br /&gt;
&lt;br /&gt;
The game ends after the conclusion of one of the last few deals on the tile stack. From the tenth tile onward, there is an increasing probability (marked on the reverse of the tile) for a die roll to immediately end the game. The game ends automatically after the fifteenth tile, if it is reached.&lt;br /&gt;
&lt;br /&gt;
The player with the most money is the winner.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfightthelandlord&amp;diff=18565</id>
		<title>Gamehelpfightthelandlord</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfightthelandlord&amp;diff=18565"/>
		<updated>2023-10-27T17:03:23Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: Fixed formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fight the Landlord (Dou Dizhu) is a climbing game primarily for three players, but also playable by four. In each hand one player, the &amp;quot;landlord&amp;quot;, plays alone and the others form a team. The landlord&#039;s aim is to be the first to play out all his cards in valid combinations, and the team wins if any one of them manages to play all their cards before the landlord. The game is said to have originated in Hubei province but is now popular all over China, and is also extensively played on line.&lt;br /&gt;
&lt;br /&gt;
Players, Cards and Deal&lt;br /&gt;
The three-player game will be described first. The differences in the four-player game are explained near the end of the page.&lt;br /&gt;
&lt;br /&gt;
This game uses a 54-card pack including two jokers, red and black. The cards rank from high to low:&lt;br /&gt;
     red joker, black joker, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.&lt;br /&gt;
Suits are irrelevant.&lt;br /&gt;
&lt;br /&gt;
As in most Chinese games the cards are not really dealt, but taken from the deck by the players.&lt;br /&gt;
&lt;br /&gt;
One of the players shuffles the cards, gives them to the player to his left to cut, and stacks them face down in the middle of the playing surface. One card is turned face up and inserted somewhere near the middle of the stack - this will determine who starts the auction. The dealer then draws the top card from the deck, looking at it but not showing it to the other players. The player to dealer&#039;s right does the same, then the third player (the dealer) and so on counter-clockwise around the table until each player has 17 cards. The last three cards are left face down on the table until after the auction. It saves time if you look at your cards and sort them as you pick them up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an auction to determine which player will be the landlord, and play alone against the other two. The possible bids are 1, 2 and 3. The player who drew the face up card in the &amp;quot;deal&amp;quot; is the first to bid. Each player in turn may either pass or bid higher than the highest bid so far. If everyone passes the hand is thrown in and there is a new deal. If there is a bid, the bidding continues counter-clockwise, each player passing or bidding higher than the previous bidder, until two consecutive players pass or someone bids 3, which ends the auction since it is the highest possible bid. The final and highest bidder is the landlord.&lt;br /&gt;
&lt;br /&gt;
The three face-down cards in the middle are now added to the landlord&#039;s hand for a total of 20 cards. So far as we can tell, the normal practice used to be for the landlord to take these cards without showing them to the other players, but more recently it has become the custom in some groups for the landlord to reveal the three cards for all to see before picking them up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The landlord plays first, and may play a single card or any legal combination. Each subsequent player in anticlockwise order must either pass (play no card) or beat the previous play by playing a higher combination of the same number of cards and same type. There are just two exceptions to this: a rocket can beat any combination, and a bomb can beat any combination except a higher bomb or rocket - see definitions below. The play continues around the table for as many circuits as necessary until two consecutive players pass. The played cards are then turned face down and put aside, and the person who played the last card(s) begins again, leading any card or legal combination.&lt;br /&gt;
&lt;br /&gt;
In this game, there are thirteen types of combination that can be played:&lt;br /&gt;
&lt;br /&gt;
Single card - ranking from three (low) up to red joker (high) as explained above&lt;br /&gt;
&lt;br /&gt;
Pair - two cards of the same rank, from three (low) up to two (high)&lt;br /&gt;
&lt;br /&gt;
Triplet - three cards of the same rank&lt;br /&gt;
Triplet with an attached card - a triplet with any single card added, for example 6-6-6-8. These rank according to the rank of the triplet - so for example 9-9-9-3 beats 8-8-8-A.&lt;br /&gt;
&lt;br /&gt;
Triplet with an attached pair - a triplet with a pair added, like a full house in poker, the ranking being determined by the rank of the triplet - for example Q-Q-Q-6-6 beats 10-10-10-K-K&lt;br /&gt;
&lt;br /&gt;
Sequence - at least five cards of consecutive rank, from 3 up to ace - for example 8-9-10-J-Q. Twos and jokers cannot be used.&lt;br /&gt;
Sequence of pairs - at least three pairs of consecutive ranks, from 3 up to ace. Twos and jokers cannot be used. For example 10-10-J-J-Q-Q-K-K.&lt;br /&gt;
&lt;br /&gt;
Sequence of triplets - at least two triplets of consecutive ranks from three up to ace. For example 4-4-4-5-5-5.&lt;br /&gt;
Sequence of triplets with attached cards - an extra card is added to each triplet. For example 7-7-7-8-8-8-3-6. The attached cards must be different from all the triplets and from each other. Although triplets of twos cannot be included, a two or a joker or one of each can be attached, but not both jokers.&lt;br /&gt;
&lt;br /&gt;
Sequence of triplets with attached pairs - an extra pair is attached to each triplet. Only the triplets have to be in sequence - for example 8-8-8-9-9-9-4-4-J-J. The pairs must be different in rank from each other and from all the triplets. Although triplets of twos cannot be included, twos can be attached. Note that attached single cards and attached pairs cannot be mixed - for example 3-3-3-4-4-4-6-7-7 is not valid.&lt;br /&gt;
&lt;br /&gt;
Bomb - four cards of the same rank. A bomb can beat everything except a rocket, and a higher ranked bomb can beat a lower ranked one.&lt;br /&gt;
&lt;br /&gt;
Rocket - a pair of jokers. It is the highest combination and beats everything else, including bombs.&lt;br /&gt;
&lt;br /&gt;
Quadplex set - there are two types: a quad with two single cards of different ranks attached, such as 6-6-6-6-8-9, or a quad with two pairs of different ranks attached, such as J-J-J-J-9-9-Q-Q. Twos and jokers can be attached, but you cannot use both jokers in one quadplex set. Quadplex sets are ranked according to the rank of the quad. Note that a quadplex set can only beat a lower quadplex set of the same type, and cannot beat any other type of combination. Also a quadplex set can be beaten by a bomb made of lower ranked cards.&lt;br /&gt;
&lt;br /&gt;
Note that passing does not prevent you from playing on a future turn.&lt;br /&gt;
&lt;br /&gt;
Example Player A (the landlord) leads 3-3-3-9 to get rid of some low cards, player B passes, player C plays 5-5-5-7, player A plays K-K-K-J and player B plays A-A-A-3. C and A pass, so B can start again with anything. He leads a single 4.&lt;br /&gt;
Note B could have played his aces on his the first turn, but preferred to pass to give his partner a chance to get rid of some cards. After B has passed, C should play if possible, so as not to give the landlord (A) a free chance to lead again. Having beaten A&#039;s second play, B leads a low card to give C the choice of playing another unwanted card or putting the landlord under pressure by playing a high card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the landlord runs out of cards first he has won, and each opponent pays him the amount of the bid - 1, 2 or 3 units - provided that no bomb or rocket was played. If one of the other two players runs out before the landlord, the landlord loses and must pay the amount of the bid to each opponent. For each occasion when any player played a bomb or rocket, the payment for the hand is doubled. So for example in a hand in which two bombs and a rocket were played, a player who bid 3 will win 24 points from each opponent for going out first, or pay 24 to each opponent if another player goes out first.&lt;br /&gt;
&lt;br /&gt;
Note that since the opponents of the landlord stand to win or lose equally, they form a temporary partnership. When playing against the landlord it is just as profitable to help your partner to run out of cards first as to win yourself. Because of this the partners will usually not beat each other’s cards, and the weaker partner will play to help the stronger partner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four-Player Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The four-player form of Fight the Landlord is played mainly in Zhejiang and Jiangsu provinces, including Shanghai. It uses a double deck, including two red and two black jokers - 108 cards altogether. Each player takes 25 cards and 8 cards are left over for the landlord, who plays alone from a hand of 33 cards against the other three players in partnership.&lt;br /&gt;
&lt;br /&gt;
The combinations that can be played differ from those in the three-player game, listed above, as follows:&lt;br /&gt;
&lt;br /&gt;
Single card attachments are not permitted - i.e. combination types 4 and 9 are exluded.&lt;br /&gt;
There are no quadplex sets - combination type 13 is excluded.&lt;br /&gt;
A bomb (type 11) can consist of four or more cards of equal rank, and a bomb with more cards beats a bomb with fewer cards irrespective of the ranks of the cards.&lt;br /&gt;
For a rocket (type 12) you need all four jokers.&lt;br /&gt;
&lt;br /&gt;
You cannot play a red and a black joker together as a pair, but you can use a pair of red jokers or a pair of black jokers either as a pair by itself or to attach to a triplet.&lt;br /&gt;
&lt;br /&gt;
The payment for a hand is doubled for each bomb of 6 or more cards and for each rocket, but bombs of 4 or 5 cards do not affect the payment.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfightthelandlord&amp;diff=18553</id>
		<title>Gamehelpfightthelandlord</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfightthelandlord&amp;diff=18553"/>
		<updated>2023-10-27T12:25:54Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Introduction&lt;br /&gt;
Fight the Landlord (Dou Dizhu) is a climbing game primarily for three players, but also playable by four. In each hand one player, the &amp;quot;landlord&amp;quot;, plays alone and the others form a team. The landlord&#039;s aim is to be the first to play out all his cards in valid combinations, and the team wins if any one of them manages to play all their cards before the landlord. The game is said to have originated in Hubei province but is now popular all over China, and is also extensively played on line.&lt;br /&gt;
&lt;br /&gt;
Players, Cards and Deal&lt;br /&gt;
The three-player game will be described first. The differences in the four-player game are explained near the end of the page.&lt;br /&gt;
&lt;br /&gt;
This game uses a 54-card pack including two jokers, red and black. The cards rank from high to low:&lt;br /&gt;
     red joker, black joker, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.&lt;br /&gt;
Suits are irrelevant.&lt;br /&gt;
&lt;br /&gt;
As in most Chinese games the cards are not really dealt, but taken from the deck by the players.&lt;br /&gt;
&lt;br /&gt;
One of the players shuffles the cards, gives them to the player to his left to cut, and stacks them face down in the middle of the playing surface. One card is turned face up and inserted somewhere near the middle of the stack - this will determine who starts the auction. The dealer then draws the top card from the deck, looking at it but not showing it to the other players. The player to dealer&#039;s right does the same, then the third player (the dealer) and so on counter-clockwise around the table until each player has 17 cards. The last three cards are left face down on the table until after the auction. It saves time if you look at your cards and sort them as you pick them up.&lt;br /&gt;
&lt;br /&gt;
Auction&lt;br /&gt;
There is an auction to determine which player will be the landlord, and play alone against the other two. The possible bids are 1, 2 and 3. The player who drew the face up card in the &amp;quot;deal&amp;quot; is the first to bid. Each player in turn may either pass or bid higher than the highest bid so far. If everyone passes the hand is thrown in and there is a new deal. If there is a bid, the bidding continues counter-clockwise, each player passing or bidding higher than the previous bidder, until two consecutive players pass or someone bids 3, which ends the auction since it is the highest possible bid. The final and highest bidder is the landlord.&lt;br /&gt;
&lt;br /&gt;
The three face-down cards in the middle are now added to the landlord&#039;s hand for a total of 20 cards. So far as we can tell, the normal practice used to be for the landlord to take these cards without showing them to the other players, but more recently it has become the custom in some groups for the landlord to reveal the three cards for all to see before picking them up.&lt;br /&gt;
&lt;br /&gt;
Play&lt;br /&gt;
The landlord plays first, and may play a single card or any legal combination. Each subsequent player in anticlockwise order must either pass (play no card) or beat the previous play by playing a higher combination of the same number of cards and same type. There are just two exceptions to this: a rocket can beat any combination, and a bomb can beat any combination except a higher bomb or rocket - see definitions below. The play continues around the table for as many circuits as necessary until two consecutive players pass. The played cards are then turned face down and put aside, and the person who played the last card(s) begins again, leading any card or legal combination.&lt;br /&gt;
&lt;br /&gt;
In this game, there are thirteen types of combination that can be played:&lt;br /&gt;
&lt;br /&gt;
Single card - ranking from three (low) up to red joker (high) as explained above&lt;br /&gt;
Pair - two cards of the same rank, from three (low) up to two (high)&lt;br /&gt;
Triplet - three cards of the same rank&lt;br /&gt;
Triplet with an attached card - a triplet with any single card added, for example 6-6-6-8. These rank according to the rank of the triplet - so for example 9-9-9-3 beats 8-8-8-A.&lt;br /&gt;
Triplet with an attached pair - a triplet with a pair added, like a full house in poker, the ranking being determined by the rank of the triplet - for example Q-Q-Q-6-6 beats 10-10-10-K-K.&lt;br /&gt;
Sequence - at least five cards of consecutive rank, from 3 up to ace - for example 8-9-10-J-Q. Twos and jokers cannot be used.&lt;br /&gt;
Sequence of pairs - at least three pairs of consecutive ranks, from 3 up to ace. Twos and jokers cannot be used. For example 10-10-J-J-Q-Q-K-K.&lt;br /&gt;
Sequence of triplets - at least two triplets of consecutive ranks from three up to ace. For example 4-4-4-5-5-5.&lt;br /&gt;
Sequence of triplets with attached cards - an extra card is added to each triplet. For example 7-7-7-8-8-8-3-6. The attached cards must be different from all the triplets and from each other. Although triplets of twos cannot be included, a two or a joker or one of each can be attached, but not both jokers.&lt;br /&gt;
Sequence of triplets with attached pairs - an extra pair is attached to each triplet. Only the triplets have to be in sequence - for example 8-8-8-9-9-9-4-4-J-J. The pairs must be different in rank from each other and from all the triplets. Although triplets of twos cannot be included, twos can be attached. Note that attached single cards and attached pairs cannot be mixed - for example 3-3-3-4-4-4-6-7-7 is not valid.&lt;br /&gt;
Bomb - four cards of the same rank. A bomb can beat everything except a rocket, and a higher ranked bomb can beat a lower ranked one.&lt;br /&gt;
Rocket - a pair of jokers. It is the highest combination and beats everything else, including bombs.&lt;br /&gt;
Quadplex set - there are two types: a quad with two single cards of different ranks attached, such as 6-6-6-6-8-9, or a quad with two pairs of different ranks attached, such as J-J-J-J-9-9-Q-Q. Twos and jokers can be attached, but you cannot use both jokers in one quadplex set. Quadplex sets are ranked according to the rank of the quad. Note that a quadplex set can only beat a lower quadplex set of the same type, and cannot beat any other type of combination. Also a quadplex set can be beaten by a bomb made of lower ranked cards.&lt;br /&gt;
Note that passing does not prevent you from playing on a future turn.&lt;br /&gt;
&lt;br /&gt;
Example Player A (the landlord) leads 3-3-3-9 to get rid of some low cards, player B passes, player C plays 5-5-5-7, player A plays K-K-K-J and player B plays A-A-A-3. C and A pass, so B can start again with anything. He leads a single 4.&lt;br /&gt;
Note B could have played his aces on his the first turn, but preferred to pass to give his partner a chance to get rid of some cards. After B has passed, C should play if possible, so as not to give the landlord (A) a free chance to lead again. Having beaten A&#039;s second play, B leads a low card to give C the choice of playing another unwanted card or putting the landlord under pressure by playing a high card.&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
If the landlord runs out of cards first he has won, and each opponent pays him the amount of the bid - 1, 2 or 3 units - provided that no bomb or rocket was played. If one of the other two players runs out before the landlord, the landlord loses and must pay the amount of the bid to each opponent. For each occasion when any player played a bomb or rocket, the payment for the hand is doubled. So for example in a hand in which two bombs and a rocket were played, a player who bid 3 will win 24 points from each opponent for going out first, or pay 24 to each opponent if another player goes out first.&lt;br /&gt;
&lt;br /&gt;
Note that since the opponents of the landlord stand to win or lose equally, they form a temporary partnership. When playing against the landlord it is just as profitable to help your partner to run out of cards first as to win yourself. Because of this the partners will usually not beat each other’s cards, and the weaker partner will play to help the stronger partner.&lt;br /&gt;
&lt;br /&gt;
Four-Player Game&lt;br /&gt;
The four-player form of Fight the Landlord is played mainly in Zhejiang and Jiangsu provinces, including Shanghai. It uses a double deck, including two red and two black jokers - 108 cards altogether. Each player takes 25 cards and 8 cards are left over for the landlord, who plays alone from a hand of 33 cards against the other three players in partnership.&lt;br /&gt;
&lt;br /&gt;
The combinations that can be played differ from those in the three-player game, listed above, as follows:&lt;br /&gt;
&lt;br /&gt;
Single card attachments are not permitted - i.e. combination types 4 and 9 are exluded.&lt;br /&gt;
There are no quadplex sets - combination type 13 is excluded.&lt;br /&gt;
A bomb (type 11) can consist of four or more cards of equal rank, and a bomb with more cards beats a bomb with fewer cards irrespective of the ranks of the cards.&lt;br /&gt;
For a rocket (type 12) you need all four jokers.&lt;br /&gt;
You cannot play a red and a black joker together as a pair, but you can use a pair of red jokers or a pair of black jokers either as a pair by itself or to attach to a triplet.&lt;br /&gt;
&lt;br /&gt;
The payment for a hand is doubled for each bomb of 6 or more cards and for each rocket, but bombs of 4 or 5 cards do not affect the payment.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdigupadventure&amp;diff=18156</id>
		<title>Gamehelpdigupadventure</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdigupadventure&amp;diff=18156"/>
		<updated>2023-09-26T01:11:48Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: /* Game Play */ Corrected rules for idols.  See https://boardgamearena.com/bug?id=97893&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each player starts with 9 cards face down to make up their mine and also one on the side to indicate their favorite color.&lt;br /&gt;
&lt;br /&gt;
Once one player has all of their cards flipped over, the game ends.&lt;br /&gt;
&lt;br /&gt;
== Types of Cards ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Adventure cards (The verbose ones)&lt;br /&gt;
&amp;lt;li&amp;gt;Gem cards&lt;br /&gt;
&amp;lt;li&amp;gt;Idol cards&lt;br /&gt;
&amp;lt;li&amp;gt;Skeleton cards&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hand limit ==&lt;br /&gt;
&lt;br /&gt;
Hand limit is 3. &lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
A player may play up to two cards from their hand.&lt;br /&gt;
&lt;br /&gt;
	a) Play an adventure card and apply its effect.&lt;br /&gt;
&lt;br /&gt;
	b) Swap facedown cards with gems. The revealed gem will go into your hand and can be used for swapping subsequently.&lt;br /&gt;
&lt;br /&gt;
	c) You can&#039;t play an idol card from your hand if there is already one in your mine. However, it is possible to end up with more than one idol in your mine through other card effects.&lt;br /&gt;
&lt;br /&gt;
You will need to discard down to 3 cards at the end of your turn. Discarding additional cards is optional as your hand will automatically be filled back up to 3.&lt;br /&gt;
&lt;br /&gt;
The positions in your tableau are numbered 1 through nine (i.e. the top row are positions 1,2,3, middle row positions 4, 5, 6, and bottom row 7,8,9). You get points if you place the card with a number of gems in the place that matches that number (so for instance you want a card with 1 gem on the top left of your tableau, and a card with 9 gems at the bottom right).       &lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
When one player has all 9 cards turned over.&lt;br /&gt;
&lt;br /&gt;
We end the current round so that all players play the same number of times.&lt;br /&gt;
&lt;br /&gt;
Then each player turns over the face down cards he has in his mine and counts his points.&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
Favorite color in correct position = 3 points&amp;lt;br&amp;gt;&lt;br /&gt;
Favorite color in incorrect position = 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Non-favorite color in correct position = 1 point&amp;lt;br&amp;gt;&lt;br /&gt;
Idol cards = 2 points&amp;lt;br&amp;gt;&lt;br /&gt;
Skeleton cards = no points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sum up your score and the person with highest score wins.&lt;br /&gt;
&lt;br /&gt;
Tie breaker: the person with the most consecutive cards of their favorite color wins.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=17654</id>
		<title>Gamehelpbohnanza</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=17654"/>
		<updated>2023-07-26T04:22:17Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: fixed description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bohnanza is a German-style card game based &lt;br /&gt;
on the game mechanics of trading and politics, designed by Uwe Rosenberg  and released in 1997 (in Germany) by Amigo Spiele and more famously in England by Rio Grande Games. &lt;br /&gt;
&lt;br /&gt;
It is played with a deck of cards with illustrations of eleven different types of beans of varying scarcity, which the players are trying to first plant and then sell in order to make money.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each player is dealt five cards to start the game. In Bohnanza cards in hand are kept in the order they are dealt and must be played in that order as well. On BGA this means the first card in your hand is the rightmost (and bottom-most if your hand gets large enough for multiple rows). Each turn consists of two main phases.&lt;br /&gt;
&lt;br /&gt;
For games with three players, each player will have three available fields in which to plant beans. For games with four or five players each player will have two available fields in which to plant beans. (Note, an alternate version of the Bohnanza rules exists which includes, among other things, the option to purchase a third bean field. This is version is not available on BGA and as such there is no means to purchase a third bean field.)&lt;br /&gt;
&lt;br /&gt;
===Planting Phase===&lt;br /&gt;
On their turn a player *must* plant the first bean in their hand, unless they have no cards in hand at all. They then may choose to plant the next bean or not. Players must always plant at least one bean to start their turn, and never plant more than two in this phase. If a player does not have room to plant a bean they may harvest one of their fields first to make room, possibly earning money for the beans in the process. (See planting and harvesting below)&lt;br /&gt;
&lt;br /&gt;
===Trading Phase===&lt;br /&gt;
After planting one or two beans, the player then draws and reveals two cards from the draw deck. All players may then offer trades using the revealed cards and the (still hidden) cards in their hands.&lt;br /&gt;
&lt;br /&gt;
All trades must involve the player whose turn it is (referred to as the active player). Other players may not trade with each other at this time. Players may offer bean cards and request bean cards in any amount, including offering or requesting a bean for nothing, or requesting multiple beans for one. Most of the game revolves around making beneficial trades in order to plant your beans, or to avoid having to plant beans that you do not want to. Cards that were traded this turn will be planted this turn and cannot be traded again, even by the active player. BGA hides traded cards until it is time to plant them to help avoid confusion in this regard.  &lt;br /&gt;
&lt;br /&gt;
Once either the active player or all other players have chosen that they are done trading, beans that were traded and any revealed cards that were not traded must be planted. Unlike beans from a player&#039;s hand, these may be planted in any order and all of the beans must be planted at this time.&lt;br /&gt;
&lt;br /&gt;
===Draw Phase===&lt;br /&gt;
&lt;br /&gt;
Once all beans have been planted the active player draws three cards, adding them in order to the back of their hand, and play passes to the next player.  &lt;br /&gt;
&lt;br /&gt;
An example of trading on BGA is offered below.&lt;br /&gt;
&lt;br /&gt;
==Planting and Harvesting beans==&lt;br /&gt;
Beans can only be planted into empty fields or into fields that contain the same type of bean. If a player must plant a bean and does not have a field into which it can be legally planted they must first harvest a field. Harvesting bean fields often (but not always) earns a player money. The amount of money is determined by the type and number of beans in the field. Bean cards have stacked coins and numbers across the bottom of the card that indicates how many beans of that type are required to make a particular amount of money when harvested. There is also a number on the top of the card showing how many of that type of bean are in the deck to start.&lt;br /&gt;
&lt;br /&gt;
When a field with enough beans to be worth money is harvested, one card for each coin is removed from the game and placed in the harvesting player&#039;s &amp;quot;gold pile&amp;quot;. The rest of the beans are placed in the discard pile. For instance, blue beans require four beans in a field to be worth one coin, and six beans in a field to be worth two coins. When a five-bean field of blue beans is harvested, one of the blue bean cards is put in the player&#039;s gold pile and the other four blue beans are put in the discard pile.&lt;br /&gt;
&lt;br /&gt;
When harvesting fields a player may choose any field to harvest with one restriction. Fields with only one bean card may not be harvested unless all your fields have only one bean card. Thus a player with a blue-bean field with one card, a stink bean field with two cards, and a garden bean field with one card *must* harvest the stink beans and gain no money for the field.&lt;br /&gt;
&lt;br /&gt;
In the BGA implementation, fields are only harvested when necessary in order to plant a bean of a different type, and at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends after the draw deck has been exhausted three times. Each of the first two times the draw deck is exhausted the discard pile is shuffled into the new draw deck. At this point players automatically harvest all their fields and the player with the highest total money wins. Ties are broken with turn order, the win going to the player furthest from the starting player.&lt;br /&gt;
&lt;br /&gt;
==Example Trade==&lt;br /&gt;
On BGA the trade system is set up so that the active player has final say in any trade, but can only accept offers made by the other players. For example, Player A is the Active player, showing a blue bean and a red bean. They post a trade offering one blue bean in exchange for a stink bean and choose to wait for the other players. Player B has a stink bean in hand so decides they would like to make that trade. They click on the proposed trade (making it their active trade) and choose to post the trade. From their perspective they are offering one stink bean for one blue bean. Satisfied, they then also choose to wait for Player A. &lt;br /&gt;
&lt;br /&gt;
Meanwhile Player C is hoping for a Soy bean, so posts their own offer of one red bean for one soy bean. They also have a chili bean they really don&#039;t want to plant first in their hand, so they post an offer of one chili bean asking for nothing in return. They then also choose to wait for Player A&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
When Player A gets back to the game, they see the three offers. Noting Player B&#039;s matching offer they click the posted offer and choose accept trade. The chosen cards are then exchanged, removed from the player&#039;s hands and/or the revealed cards. Player A doesn&#039;t have a soy bean, so chooses and rejects the trade offer, but does want the red bean. They also have a chili bean which they don&#039;t want so they post a new trade, one chili bean for one red bean, and wait again.&lt;br /&gt;
&lt;br /&gt;
Player B is statisfied with the trades made and chooses Done Trading to no longer be notified of trades this round and no longer be able to make any trades this turn themselves.&lt;br /&gt;
&lt;br /&gt;
Player C really doesn&#039;t want two chili beans, and not wanting to give up the red bean for anything less than soy, chooses to be done trading this turn as well.&lt;br /&gt;
&lt;br /&gt;
With both non-active players having chosen to be done trading, trading is closed and traded beans must now be planted.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=16130</id>
		<title>Gamehelpsaintpetersburg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=16130"/>
		<updated>2023-02-20T16:12:52Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: /* End of the game: */ Added tie breaker rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= St. Petersburg = &lt;br /&gt;
The aim of the game is to gain as many victory points (shields) as possible.&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
On your turn, you may do one of four actions:&lt;br /&gt;
# Buy a card by paying the cost.&lt;br /&gt;
# Add a card to your hand. The hand limit is three.&lt;br /&gt;
# Play a card from your hand by paying the cost.&lt;br /&gt;
# Pass.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
The game is made up of multiple rounds of 4 phases: workers, buildings, aristocrats, trade.&lt;br /&gt;
&lt;br /&gt;
You buy cards for the number of roubles shown on the card. &lt;br /&gt;
&lt;br /&gt;
If you already have one or more of the cards, they come at a discount and cost 1 rouble less for each card of the *same type* (but they always cost at least 1 rouble).&lt;br /&gt;
&lt;br /&gt;
From the second round onwards, cards that were not used in the previous round are moved to the lower row - those cards cost 1 rouble less.&lt;br /&gt;
&lt;br /&gt;
=== Worker Phase (Green Cards) ===&lt;br /&gt;
In this phase you buy worker cards. &lt;br /&gt;
&lt;br /&gt;
At the end of the round, you are paid according to the number of roubles shown on each *green worker card* you have played.&lt;br /&gt;
&lt;br /&gt;
=== Building Phase (Blue Cards) ===&lt;br /&gt;
In this phase building cards are used to fill up the empty spaces and you may buy any of the cards which are available.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, you score any points and gain any roubles which are shown on each *blue building card* you have played.&lt;br /&gt;
&lt;br /&gt;
=== Aristocrat Phase (Red Cards) ===&lt;br /&gt;
In this phase aristocrat cards fill up the empty spaces and you may buy any of the cards which are available.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, you score any points and gain any roubles which are shown on each *red aristocrat card* you have played.&lt;br /&gt;
&lt;br /&gt;
=== Trade Card Phase (Green/Blue/Red Cards) ===&lt;br /&gt;
In this phase trade cards fill up the empty spaces. The trade cards can be identified by the square around the cost number.&lt;br /&gt;
&lt;br /&gt;
==== Playing trading cards: ====&lt;br /&gt;
* Blue trading cards can displace any already placed building.&lt;br /&gt;
* Red trading cards can displace any already placed aristocrat.&lt;br /&gt;
* Each green trading card must replace a specific type of worker (players can recognize pairs of green trading cards and their predecessor by matching symbols in the upper right of the cards):&lt;br /&gt;
** Carpenter Workshop - Lumberjack&lt;br /&gt;
** Gold Smelter - Gold Miner&lt;br /&gt;
** Weaving Mill - Shepherd&lt;br /&gt;
** Fur Shop - Fur Trapper&lt;br /&gt;
** Wharf - Ship Builder&lt;br /&gt;
* A trading card cannot displace another trading card.&lt;br /&gt;
&lt;br /&gt;
==== Paying for trading cards: ====&lt;br /&gt;
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.&lt;br /&gt;
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 rouble.&lt;br /&gt;
* All other normal cost reductions from other cards _do_ also apply to trading cards.&lt;br /&gt;
&lt;br /&gt;
At the end of the Trade Card phase there is *no scoring*.&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
At the end of the round, all cards on the lower row are discarded.&lt;br /&gt;
&lt;br /&gt;
All cards remaining in the top row are moved to the lower row - these can then be bought for a reduction of 1 rouble.&lt;br /&gt;
&lt;br /&gt;
Starting player markers are passed to the next player in turn order.&lt;br /&gt;
&lt;br /&gt;
== End of the game: ==&lt;br /&gt;
When the last card of any group (the last worker, the last building, the last aristocrat, or the last trading card) is placed on the board, play continues through all phases of that round. After that round ends, the game ends and the final scoring follows. &lt;br /&gt;
&lt;br /&gt;
If there are not enough cards to fill the row, they place as many as they can and the rest of the spots are left empty.&lt;br /&gt;
&lt;br /&gt;
You score additional points at the end for:&lt;br /&gt;
* Different types of aristocrats (see the scoring table)&lt;br /&gt;
* 1 point for every 10 roubles&lt;br /&gt;
* -5 point penalty for each card in hand&lt;br /&gt;
&lt;br /&gt;
Scoring table&lt;br /&gt;
&lt;br /&gt;
* 1 Aristrocat: 1 points&lt;br /&gt;
* 2 types of Aristrocats: 3 points&lt;br /&gt;
* 3 types of Aristrocat: 6 points&lt;br /&gt;
* 4 types of Aristrocats: 10 points&lt;br /&gt;
* 5 types of Aristrocats: 15 points&lt;br /&gt;
* 6 types of Aristrocat: 21 points&lt;br /&gt;
* 7 types of Aristrocats: 28 points&lt;br /&gt;
* 8 types of Aristrocats: 36 points&lt;br /&gt;
* 9 types of Aristrocat: 45 points&lt;br /&gt;
* 10+ types of Aristrocats: 55 points&lt;br /&gt;
If players tie, the one among them with the most money is the winner.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=14325</id>
		<title>Gamehelpbarenpark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=14325"/>
		<updated>2022-08-14T14:41:55Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: +end game rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing Turns ==&lt;br /&gt;
&lt;br /&gt;
To start: Place your initial tile on your park area. (It must fit on the board and not cover a pit.)&lt;br /&gt;
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In later turns, place any tile you have obtained on your park area, touching at least one edge of a previously placed tile. It still must fit on the board and not cover a pit.&lt;br /&gt;
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== Covering icons ==&lt;br /&gt;
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When any portion of a tile covers an icon on the park board, you get a reward from the group supply.&lt;br /&gt;
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* Green wheelbarrow: Gain a Green Area (1 to 3 squares) of your choice.&lt;br /&gt;
* White cement truck: Gain an Animal House tile (4 squares) or a Green Area (1 to 3 squares) to your supply. Animal Houses earn victory points when placed.&lt;br /&gt;
* Orange excavator: Gain an Enclosure tile (5 squares) to your supply. Enclosures earn victory points when placed.&lt;br /&gt;
* Construction crew: Gain a new park area and place it immediately. It must border an existing area and not be at a level lower than your entrance.&lt;br /&gt;
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When you fill any park area completely, you earn a bear statue worth victory points. Finishing a park area earlier is worth more victory points.&lt;br /&gt;
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The game end is triggered when a player completes all four of their Park Areas. Each other player gets one more turn and then counts up their points. Most points wins&lt;br /&gt;
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== Objectives ==&lt;br /&gt;
As an expert variant, you can play with objectives. Completing objectives earlier is worth more victory points.&lt;br /&gt;
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== End of game ==&lt;br /&gt;
The player with the most points wins. In case of a tie, the tied players total the point values on the tiles left in their supply (which they did not place)-the highest-value total breaks the tie. If still tied, there are multiple winners.&lt;br /&gt;
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== Pit variant ==&lt;br /&gt;
As an expert variant, you can cover up pits on your last turn, though you won&#039;t get the bear bonus for a tile with its pit covered up.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbombay&amp;diff=13297</id>
		<title>Gamehelpbombay</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbombay&amp;diff=13297"/>
		<updated>2022-05-18T13:08:10Z</updated>

		<summary type="html">&lt;p&gt;Ryjaz: added further explanation for sell action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of Bombay is to have the most rupees at the end of the game. Players will earn rupees from buying the different colored silk bales from the trading posts and selling them in the cities, collecting City Tokens, Client Tokens and building Palaces.&lt;br /&gt;
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Players start their turn with 3 action tokens. Each type of action may be performed more than once (exception: buying silk bales). The possible actions and their costs are:&lt;br /&gt;
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&#039;&#039;&#039;Move&#039;&#039;&#039; to an adjacent intersection for 1 or 2 action tokens, depending on the intersection.&lt;br /&gt;
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&#039;&#039;&#039;Buy&#039;&#039;&#039; a silk bale for 1 or 2 action tokens and 1 or 2 rupees, depending on the color / trading post. &#039;&#039;&#039;*You may only buy one silk bale each turn*&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Sell&#039;&#039;&#039; a silk bale in a city for 1 action token.&lt;br /&gt;
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&#039;&#039;&#039;Build&#039;&#039;&#039; a Palace for 1 action token and 1 silk bale.&lt;br /&gt;
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Players may also &amp;quot;&#039;&#039;&#039;consolidate their fortune&#039;&#039;&#039;&amp;quot; and get 1 rupee from the bank instead of performing actions.&lt;br /&gt;
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&#039;&#039;&#039;Selling&#039;&#039;&#039;: you receive rupees according to the demand of each city and the good sold moves to the bottom:&lt;br /&gt;
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Top - 4 rupees&lt;br /&gt;
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Middle - 3 rupees&lt;br /&gt;
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Bottom - 1 rupee and 1 Client Token.&lt;br /&gt;
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Bonus: yellow silk bales sell for 1 extra rupee and purple silk bales sell for 1 extra client token.&lt;br /&gt;
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&#039;&#039;&#039;Palaces&#039;&#039;&#039;: you may spend any one silk bale to build a palace of your color in any intersection without a palace built and receive any bonus tokens at that location. Whenever an opponent goes to a spot with one of your palaces, you receive 1 rupee from the bank.&lt;br /&gt;
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&#039;&#039;&#039;Bonus tokens&#039;&#039;&#039;: Client Token Bonus, City Token Bonus, 2 Rupees Bonus, Silk Bale Bonus (choose a silk bale from the leftmost market to get for free).&lt;br /&gt;
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At the end of the game, players receive rupees according to majority of &#039;&#039;&#039;Palaces + Client Tokens&#039;&#039;&#039;:&lt;br /&gt;
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2 player game: 1st = 4, 2nd = 0&lt;br /&gt;
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3 player game: 1st = 6, 2nd = 2, 3rd 0&lt;br /&gt;
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4 player game: 1st = 8, 2nd = 4, 3rd 2, 4th = 0&lt;br /&gt;
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5 player game: 1st = 8, 2nd = 6, 3rd 4, 4th = 2, 5th = 0&lt;br /&gt;
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&#039;&#039;&#039;City Tokens&#039;&#039;&#039;: you receive one City Token of the color corresponding to that city when you sell a silk bale there for the first time, provided there are still tokens of that color left. Bonus City Tokens can also be gained by building a Palace in an intersection with such a token. You may only have one City Token of each color.&lt;br /&gt;
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At the end of the game, players receive:&lt;br /&gt;
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0 rupees for 1 or 2 different City Tokens&lt;br /&gt;
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4 rupees for 3 different City Tokens&lt;br /&gt;
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8 rupees for 4 different City Tokens&lt;br /&gt;
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The player with the most rupees wins. Ties are broken by the number of Client Tokens.&lt;/div&gt;</summary>
		<author><name>Ryjaz</name></author>
	</entry>
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