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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-16T05:19:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquibbles&amp;diff=29667</id>
		<title>Gamehelpquibbles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquibbles&amp;diff=29667"/>
		<updated>2026-05-04T19:44:42Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: added rules of expansions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quibbles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-5 players, 8+, 5 minutes per player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
* 144 cards, numbered 1 to 6: 22×1, 22×2, 22×3, 24×4, 26×5, 28×6&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Shuffle the cards thoroughly.&lt;br /&gt;
# Draw 6 cards and put them in a &#039;&#039;&#039;face up row&#039;&#039;&#039; in the middle of the table.&lt;br /&gt;
# Deal every player a &#039;&#039;&#039;hand of 6&#039;&#039;&#039; cards.&lt;br /&gt;
# Form a face down &#039;&#039;&#039;draw pile&#039;&#039;&#039; from the remaining cards and put it in the middle of the table.&lt;br /&gt;
# Make room for a discard pile.&lt;br /&gt;
# Every player makes room in front of them for a &#039;&#039;&#039;collection&#039;&#039;&#039; of 6 cards.&lt;br /&gt;
&lt;br /&gt;
== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
To be the first player to collect cards with a total value of 21 points or more.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Play in turns. When it is your turn, you first choose to either &#039;&#039;&#039;SPLIT/COMBINE&#039;&#039;&#039; or &#039;&#039;&#039;DRAW.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SPLIT/COMBINE ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play 1 to 6 cards from your hand&#039;&#039;&#039; with a total value of 6 or less. Put them on the discard pile. Now take cards from the central row on the table in your hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPLIT&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
• If you played a &#039;&#039;&#039;single card&#039;&#039;&#039;, you may take all sets of 2 or more cards with the same total value as the card you played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: you play a 6 from your hand and now take back a pair of 3s, and a 2+4 set from the table. You leave a 1+5 set on the table, even though you were allowed to take it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: every card in the row on the table can only be part of 1 set.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
COMBINE&lt;br /&gt;
&lt;br /&gt;
• If you played &#039;&#039;&#039;2 or more cards&#039;&#039;&#039;, you may take all single cards with the same value as the total value of the cards you played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: play a 1, a 2, and a 3 and take all three 6s from the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== DRAW ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add 1 card from your hand&#039;&#039;&#039; face up to the row on the table, draw 2 cards from the draw pile, and put them in your hand.&lt;br /&gt;
&lt;br /&gt;
NOTE: There is no hand limit.&lt;br /&gt;
&lt;br /&gt;
==== ADDING TO COLLECTION ====&lt;br /&gt;
&lt;br /&gt;
You may optionally &#039;&#039;&#039;move 1 card from your hand to your collection&#039;&#039;&#039;, for scoring. To do this, you must take &#039;&#039;&#039;all cards of the same value&#039;&#039;&#039; from your hand, with a minimum amount equal to the value of the card. Add one of them to your collection and discard the other cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other words&#039;&#039;&#039;: to add a 5 to your collection, you need to have at least five 5s. But for a 2 you only need two 2s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: you take all four 4s from your hand, put one 4 in your collection and discard the remaining 4s. You now have no more 4s in your hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE: you can have only 6 cards in your collection&#039;&#039;&#039;. If you still want to add a card to your collection, you will have to remove one card from your collection first, and put it on the discard pile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== FINALLY ====&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Refill the central row&#039;&#039;&#039; to 6 face up cards with cards from the draw pile.&lt;br /&gt;
&lt;br /&gt;
• When there are &#039;&#039;&#039;10 cards in the central row&#039;&#039;&#039;, discard all cards and put 6 new face up cards on the table.&lt;br /&gt;
&lt;br /&gt;
• If your &#039;&#039;&#039;hand is empty&#039;&#039;&#039;, all players have to discard the cards they hold in their hands. Deal every player a hand of 6 new cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: if the draw pile is empty, shuffle the discard pile and form a new pile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
You win as soon as you have a collection of six cards with a total value of at least 21 (for instance, a 1, 2, 3, 4, 5, and 6). The game ends immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Sevens ===&lt;br /&gt;
&lt;br /&gt;
Add the seven &#039;&#039;&#039;7&#039;&#039;&#039; cards to the base game. All basic rules apply, with the following adjustment:&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;COMBINING&#039;&#039;&#039;, you may play up to 7 cards from your hand, with a total value of 7 or less.&lt;br /&gt;
&lt;br /&gt;
=== The Zero Heroes ===&lt;br /&gt;
&lt;br /&gt;
Add the four &#039;&#039;&#039;0&#039;&#039;&#039; cards to the base game. All basic rules apply, with the following adjustments:&lt;br /&gt;
&lt;br /&gt;
You cannot &#039;&#039;&#039;SPLIT&#039;&#039;&#039; a 0.&lt;br /&gt;
You cannot &#039;&#039;&#039;STASH&#039;&#039;&#039; a 0 (that is, you cannot add it to your collection).&lt;br /&gt;
You may use a 0 when &#039;&#039;&#039;COMBINING&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Sevens + The Zero Heroes ===&lt;br /&gt;
&lt;br /&gt;
If you use both expansions, add all 23 expansion cards to the base game:&lt;br /&gt;
&lt;br /&gt;
4× &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
2× &#039;&#039;&#039;1&#039;&#039;&#039;, 2× &#039;&#039;&#039;2&#039;&#039;&#039;, 2× &#039;&#039;&#039;3&#039;&#039;&#039;, 2× &#039;&#039;&#039;4&#039;&#039;&#039;, 2× &#039;&#039;&#039;5&#039;&#039;&#039;, 2× &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
7× &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All basic rules apply, with the following adjustments:&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;COMBINING&#039;&#039;&#039;, you may play up to 7 cards from your hand, with a total value of 7 or less.&lt;br /&gt;
You cannot &#039;&#039;&#039;SPLIT&#039;&#039;&#039; or &#039;&#039;&#039;STASH&#039;&#039;&#039; a 0 (that is, you cannot add it to your collection).&lt;br /&gt;
You may use a 0 when &#039;&#039;&#039;COMBINING&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;© 2023 by Gam’inBIZ - All rights reserved&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwatergate&amp;diff=29311</id>
		<title>Gamehelpwatergate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwatergate&amp;diff=29311"/>
		<updated>2026-04-07T23:30:35Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: small - fixed bullet list in &amp;#039;evaluation phase&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
Watergate is a historical 1 vs. 1 asymmetric game set in the U.S.A during the early 1970s. In 1972, five men are arrested at the Watergate building, which houses the Democratic national convention. Over the course of time, reporters at the Washington Post uncover that these men were directed by Richard Nixon, the President of the United States at the time. In 1974, Richard Nixon resigns as he faces impeachment.&lt;br /&gt;
&lt;br /&gt;
In this game, one player will play as Nixon, while the others play as the editors of the Washington Post. The Editor player is attempting to connect two face-up Informants to the President on the pinboard, by a route of face-up Evidence tokens. The Nixon Administration player is trying to make it to the end of the term (by collecting 5 Momentum tokens) without that happening. Each has a unique set of cards and will be manipulating evidence, informants, and momentum to try to gain the victory.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The board is set up with two main sections: the evidence board, and the research track. The game is played in rounds, with each player using cards to manipulate the tokens on the research track to their side. Once the players are out of cards, the evaluation phase of the round begins. At that point, each player will place evidence on the board, the winner will take the momentum token, and initiative will be determined. If neither player has obtained victory, the next round will be then be set up and play will continue.&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
Evidence are tokens that display one or two of three possible colors: blue, green, and yellow. Each color corresponds with a color on the evidence board which shows where the evidence can be pinned. The Nixon player will pin evidence face-down to block the editor&#039;s paths, while the editor will pin it face up to create paths from Nixon at the center of the board to informants at the edge of the board. The players will be moving the evidence tokens on the research track, trying to pull them to their own side so that they may place them on the board at the end of the card phase.&lt;br /&gt;
&lt;br /&gt;
=== Informants ===&lt;br /&gt;
Informants are the people on the edges of the evidence board. They have the evidence that will break the Nixon administration, the editor just needs to find them and connect them to Nixon through evidence. The editor will win if they can place and connect two informants with Nixon via evidence tokens. The Nixon administration is trying to discredit these informants by placing them face-down and/or by breaking the lines of evidence to the informants through face-down evidence tokens.&lt;br /&gt;
&lt;br /&gt;
=== Momentum ===&lt;br /&gt;
The red momentum token is the primary way that the Nixon administration wins. Whoever has the evidence token on their side of the board (if it is neutral, it is discarded from the game) will place the token on their momentum track. The editor&#039;s momentum track gives powerful abilities, while the Nixon track doesn&#039;t give abilities, but if Nixon wins five momentum tokens, he wins the game!&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
At the start of the game, the editor player has the initiative, meaning that they will draw five cards to play, while the Nixon player will draw four. Whoever wins white initiative token will take initiative for the next round. If it is neutral, initiative will flip.&lt;br /&gt;
&lt;br /&gt;
==Each round==&lt;br /&gt;
Each round is broken up into three phases, the initial phase of setup, the card phase where players will take turns playing cards, and the evaluation phase where players will pin evidence.&lt;br /&gt;
&lt;br /&gt;
=== Initial Phase ===&lt;br /&gt;
Looking at the initiative card, the player with initiative will draw five cards, while the other player will draw four. The player with initiative will therefore go both first and last in the card phase. The Nixon player will draw three random evidence tokens, looking at them secretly so that only they know what color(s) the tokens are, and place them onto the zero space of the research track.&lt;br /&gt;
&lt;br /&gt;
=== Card Phase ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Card for its Value ====&lt;br /&gt;
Starting with the player with initiative, the players will take turns playing cards. Each card can be used in two ways: for its value or for its action. If you use its value, look in the top left. That will tell you what color(s) of evidence tokens may be moved and how far. The player can also move a token. If no face-up evidence token in that color exists for the Editor player, the Editor may ask the Nixon player for a token in a particular color. Even if your card shows multiple colors, you must then pick &#039;&#039;one&#039;&#039; color from those shown. If a token with that color on it is on the board, the Nixon player will flip it face up (choosing one among many if needed) and it will move toward the editor based on the number on the card. If Nixon is moving a token, the Nixon player must either move a face-up token with that color, or flip a face-down token with that color face-up and move it. Once used for its value, the card is discarded into a discard pile, where it will be reshuffled into a new draw pile if the player runs out of cards to draw.&lt;br /&gt;
&lt;br /&gt;
==== Playing a Card for its Action ====&lt;br /&gt;
The text of the action will describe what it does. Action cards come in three types.&lt;br /&gt;
&lt;br /&gt;
===== Event Action Cards =====&lt;br /&gt;
Most action cards are events. They are one-time use. Often they will pin an informant face-up or face-down to the evidence board, creating or blocking possible winning paths for the Editor player.&lt;br /&gt;
&lt;br /&gt;
==== Conspirator and Journalist Action Cards ====&lt;br /&gt;
Only Nixon has conspirators and only the Editor has journalists. Once used, these are discarded as normal into the discard pile.&lt;br /&gt;
&lt;br /&gt;
=== Evaluation Phase ===&lt;br /&gt;
&lt;br /&gt;
* - Any evidence tokens on the neutral (0) space are returned to the bag.&lt;br /&gt;
* - Whomever won the initiative token takes initiative for the next round.&lt;br /&gt;
* - Whomever won the momentum token takes it and adds it to their momentum track (discard if Editor win it and his track full). If it is on the neutral (0) space, it goes back to bag. If there are no momentum tokens remaining, the Nixon player has win !&lt;br /&gt;
* - Place the initiative token and new momentum token on to the neutral (0) space.&lt;br /&gt;
* - Award the evidence tokens to their winners. The player with initiative goes first, pinning evidence face-down or face-up to the board. Some evidence tokens have a red circle with a (1) in it. If the player pins an evidence token with that symbol, they move the new momentum token one space toward themselves.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends in a victory for Nixon if the Nixon player has five momentum tokens, or in rare cases, if there are no more momentum tokens left in the supply to be placed on the research track during step 4 of the Evaluation Phase.&lt;br /&gt;
&lt;br /&gt;
The Editor wins if two face up informants have paths leading to Nixon through face-up evidence tokens on the evidence board.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcathood&amp;diff=28569</id>
		<title>Gamehelpcathood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcathood&amp;diff=28569"/>
		<updated>2026-02-16T00:21:32Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cathood is &amp;quot;the period of time you spend as a cat.&amp;quot; And right now... you&lt;br /&gt;
are one! Spend this time as you please, walking around the neighborhood,&lt;br /&gt;
looking for food accompanied by... other cats?! Mark your territory by visiting&lt;br /&gt;
parks, meeting other animals, and collecting toys to gain affection points.&lt;br /&gt;
Become the most-loved cat of the town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goal of the Game&lt;br /&gt;
&lt;br /&gt;
Combine your actions and optimize your placements in the neighborhood.&lt;br /&gt;
Occupy key spaces and gain as many resources as possible. The cat with the&lt;br /&gt;
most affection points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
Gameplay Overview&lt;br /&gt;
&lt;br /&gt;
The player with the Starting Cat card, François, starts and play continues clockwise. The game ends after one player has&lt;br /&gt;
placed all of their Statues and Houses. When this happens, finish the current round and then continue to final scoring.&lt;br /&gt;
&lt;br /&gt;
Each turn has 2 phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1&#039;&#039;&#039;: Do Cat Things&lt;br /&gt;
&lt;br /&gt;
Take 1 action for each disc next to your board. Take 1 of your discs and place it on the action you want to take.&lt;br /&gt;
Immediately activate its effect. After taking the action, you may take another action by placing another disc on any available&lt;br /&gt;
action. Since you can unlock a maximum of 3 discs, you may take up to 3 actions on your turn.&lt;br /&gt;
&lt;br /&gt;
There are 8 different actions:&lt;br /&gt;
&lt;br /&gt;
1) Linear Movement&lt;br /&gt;
Move 1 or 2 spaces in a straight line. Your cat can never&lt;br /&gt;
leave the neighborhood; it must use secret passages to&lt;br /&gt;
move. (&amp;quot;Teleport&amp;quot; tip: If you leave the neighborhood on one&lt;br /&gt;
side, you will re-enter on the opposite side.)&lt;br /&gt;
&lt;br /&gt;
2) Diagonal Movement&lt;br /&gt;
Move 1, 2, or 3 spaces in a diagonal line.&lt;br /&gt;
(&amp;quot;Rebound&amp;quot; tip: You can rebound 90&#039; against the&lt;br /&gt;
border of the neighborhood.)&lt;br /&gt;
&lt;br /&gt;
3) Rotate a Tile&lt;br /&gt;
Rotate any tile in the neighborhood&lt;br /&gt;
by 90&#039; to the left or right. If you rotate&lt;br /&gt;
a tile adjacent to your cat, only your&lt;br /&gt;
cat activates the effect&lt;br /&gt;
&lt;br /&gt;
4) Swap&lt;br /&gt;
Swap any 2 orthogonally-adjacent tiles in the&lt;br /&gt;
neighborhood. There cannot be any cats between&lt;br /&gt;
the tiles. If you swap a tile adjacent to your cat,&lt;br /&gt;
only your cat activates the effect.&lt;br /&gt;
&lt;br /&gt;
5) Pet Shop&lt;br /&gt;
To take this action, you must be adjacent to a Pet Shop. You may gain 1 of&lt;br /&gt;
the 3 visible Toy cards by paying the resources shown on the chosen card&lt;br /&gt;
to the reserve. Slide the card below your board so you can see the new&lt;br /&gt;
Toys. Each of the 3 types of Toys are worth different points at the end of&lt;br /&gt;
the game.&lt;br /&gt;
Finally, place the leftmost House on your board on the Pet Shop you just&lt;br /&gt;
activated. No other cat may activate it again.&lt;br /&gt;
&lt;br /&gt;
6) Building&lt;br /&gt;
To take this action, you must be adjacent to a Building.&lt;br /&gt;
You may gain 1 of the 3 visible Building cards by paying the resources shown on the chosen card to the&lt;br /&gt;
reserve. Slide the card below your board so you can see the affection points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7) Park&lt;br /&gt;
To take this action, you must be adjacent to 1 of the 2 entrances on a tile with a Park.&lt;br /&gt;
&lt;br /&gt;
You must pay 2 identical resources to the&lt;br /&gt;
reserve depending on the color of the tree:&lt;br /&gt;
Jacaranda: 2 purple resources.&lt;br /&gt;
Maple: 2 orange resources.&lt;br /&gt;
Birch: 2 green resources&lt;br /&gt;
&lt;br /&gt;
8) Repeat&lt;br /&gt;
Repeat an action you have already taken. This is the only way to take the same action twice on the&lt;br /&gt;
same turn. This action is locked by a disc. After placing your 4th House, you will unlock the Repeat action&lt;br /&gt;
and an additional disc for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
* When you move over or stop on certain spaces, you will activate different effects. Shops provide resources that you&#039;ll need to gain Toys, Buildings, or Parks. Each time you move over or stop on a space adjacent to a Shop, immediately gain a resource cube of the corresponding color. Place resources on the resource zone of your board. They are worth affection points at the end of the game. Note: You can only have 12 resources maximum. If you gain more than this amount, return the excess to the reserve.&lt;br /&gt;
&lt;br /&gt;
* Special Locations -  Coffee, Dog, and Bee: Activate these effects automatically when your cat stops on an adjacent space. Always activate the Coffee, Dog, and Bee effects before Shop effects. If there are multiple adjacent effects, you choose the order to activate them.&lt;br /&gt;
** Coffee: Exchange 1 resource with a different resource, up to 2 times. Pay 1 resource on your board to the reserve and exchange it with any other resource. You can make this exchange 0, 1, or 2 times.&lt;br /&gt;
** Dog: Mandatory The dog barks at you! Move your cat to an adjacent space. Gain resources or activate effects from the new space, unless it is adjacent to another dog. In this case, ignore the second dog.&lt;br /&gt;
** Bee: Mandatory Choose 1 card from the visible Toy and Building cards. Take it, then place it face down in your play area; it is now reserved. Place the other cards on the bottom of the deck. Then refill the row with new cards. Instead of one of the available face-up cards, you may gain your reserved card by taking the corresponding action (Pet Shop or Building). If you do not gain the reserved card by the end of the game, it is worth negative affection points. You can only have 1 reserved card at a time.&lt;br /&gt;
&lt;br /&gt;
* Fighting Other Felines Cats are fiercely territorial animals. If you end your movement on a space already occupied by another cat, you are invading its territory. This triggers a fight over resources. Fights are resolved by a round of rock-paper-scissors. The winning cat steals a resource from the losing cat. Choose any resource on the losing cat&#039;s board and add it to your own. In case of tie, nothing happens and the cats can cohabitate on the same space.&lt;br /&gt;
&lt;br /&gt;
* Note: If you end your movement on a space with multiple cats, you must trigger a fight over resources with each cat present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2&#039;&#039;&#039;: Sleep&lt;br /&gt;
Cats can spend around two-thirds of their day sleeping; it&#039;s an essential activity in their routine. After taking your actions,&lt;br /&gt;
take all the Action discs used during your turn and place them next to your board. They will be available on your&lt;br /&gt;
next turn.&lt;br /&gt;
Refill the Toy and Building card rows. Now the cat to your left can take their turn.&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered when one cat has placed all of their Houses and Statues in the neighborhood. Finish the&lt;br /&gt;
current round so all cats have played the same number of turns. Once the game is over, continue to final scoring. Add&lt;br /&gt;
up all your affection points. The cat with the most affection points wins the game.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=28347</id>
		<title>Gamehelppandaarei</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandaarei&amp;diff=28347"/>
		<updated>2026-02-03T23:38:22Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: Corrected rules about pig, and some minor corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game is played over 2 rounds, each consisting of 11 turns&lt;br /&gt;
&lt;br /&gt;
Score the animals you collected at the end, but remember some animals score negatively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The player with the starting player token, plays a card, followed by the others&lt;br /&gt;
&lt;br /&gt;
The highest Unique card wins UNLESS&lt;br /&gt;
&lt;br /&gt;
There are duplicate cards. Of the players who played one of those duplicates, the one with the most pigs wins. If tied, the one that played the card first wins&lt;br /&gt;
&lt;br /&gt;
If there are different duplicate card sets, first the duplicate card there is the most of will be judged as above, then if still tied the duplicate group with the highest value will be judged as above&lt;br /&gt;
&lt;br /&gt;
Regardless of how you win, you gain the starting player token along with two animal cards played this turn of your choice. After which, in the new turn order, the other players pick from the remaining cards played to keep. This means whoever is in last turn order gets no card.&lt;br /&gt;
&lt;br /&gt;
For the first turn, BGA randomly allocates one of the players the starting player token&lt;br /&gt;
&lt;br /&gt;
===2 Player===&lt;br /&gt;
&lt;br /&gt;
There is a Dummy&lt;br /&gt;
&lt;br /&gt;
The Dummy cannot win a turn&lt;br /&gt;
&lt;br /&gt;
As such, the purpose of the Dummy is to provide the chance of a duplicate card for either player to win via that method&lt;br /&gt;
&lt;br /&gt;
The Dummy always plays last and plays a randomly selected card from its hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
After everyone has played their entire hand once, deal a new hand to everyone&lt;br /&gt;
&lt;br /&gt;
After everyone has played their second hand, the game ends.&lt;br /&gt;
&lt;br /&gt;
Rabbits - 1-5 score, 6+ lose 5pts&lt;br /&gt;
&lt;br /&gt;
Bear - only pairs score, solos score nothing&lt;br /&gt;
&lt;br /&gt;
Giraffes - each giraffe scores by itself&lt;br /&gt;
&lt;br /&gt;
Owl - An owl scores nothing, but if you can pair it with a giraffe it scores&lt;br /&gt;
&lt;br /&gt;
Cat - Cats are multiplied by each other, e.g. 3 cats is 3x3 for 9&lt;br /&gt;
&lt;br /&gt;
Fox - Foxes only lose points!&lt;br /&gt;
&lt;br /&gt;
Lions - having no or too few Lions lose points, have to have at least 2 to breakeven&lt;br /&gt;
&lt;br /&gt;
Pigs - have no score, but give tiebreaking when duplicates are played during a turn&lt;br /&gt;
&lt;br /&gt;
Pandas - most and least gain and lose points respectively&lt;br /&gt;
&lt;br /&gt;
Monkey - Wild for Rabbit, Bear, Giraffe, Owl, or Cat (during play its worth is one higher than the previous card played)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player with the highest score, wins!&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=28175</id>
		<title>Gamehelpformulad</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpformulad&amp;diff=28175"/>
		<updated>2026-01-20T21:14:43Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: minor typos and grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10-Second Explainer of Formula D =&lt;br /&gt;
New to Formula D?&lt;br /&gt;
&lt;br /&gt;
This 10-second explainer will get you started:&lt;br /&gt;
&lt;br /&gt;
# Your car will start in 1st gear.&lt;br /&gt;
# At the start of your turn, your first decision is whether to stay on your current gear, or go up 1 gear or go down 1 gear. &lt;br /&gt;
# You can go down 1 gear without penalty, or &amp;quot;skip&amp;quot; up to 3 gears at the cost of wear points. You may only go up by 1 gear per turn.&lt;br /&gt;
# After choosing a gear, you will roll the appropriate &amp;quot;gear die&amp;quot;. The higher the gear, the bigger the die, as well as the farther you go.&lt;br /&gt;
# Once you have rolled, you must move the number of spaces rolled, although you may choose which lane you take.&lt;br /&gt;
# Corners are areas marked in red. To drive around corners without penalty, you must finish at least 1 turn in them.&lt;br /&gt;
# Some corners are particularly slow and may require that you finish at least 2 or even 3 turns in them.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! There&#039;s a lot more to it than that, but this covers the absolute basics of driving safely around the track.&lt;br /&gt;
&lt;br /&gt;
= Important: BGA Rule Variations =&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
[[#BGA Rule Variations|At the end of these rules]], you will find a list of all differences from the published game rules.&lt;br /&gt;
&lt;br /&gt;
=Adaptation Notes/Common Mistakes=&lt;br /&gt;
&lt;br /&gt;
# The body of your car is the colour of the pit box you are using (or your team&#039;s color if playing a team game)&lt;br /&gt;
# Your sidepods are your personal color&lt;br /&gt;
# To enter the pitbox, you must move out of the pit lane and onto the coloured pit box. Stopping in the pit lane in front of your box is not a pit stop.&lt;br /&gt;
# To zoom the circuit in and out with a mouse, use Ctrl+Wheel mouse.&lt;br /&gt;
&lt;br /&gt;
=Basic Rules=&lt;br /&gt;
&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
FORMULA D is a car race. The aim is to win a race (of one, two, or three laps) and be the first to cross the finishing line. There are all sorts of risks involved and you have to anticipate what will happen during the course of the race. You must decide on your strategy, trust to luck, keep to the rules and always keep an eye on the technical condition of your car.&lt;br /&gt;
&lt;br /&gt;
== The gears ==&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears. Each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and farther the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2 or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this. You cannot go from 6th gear to 1st.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Color||Die||Movement (Number of spaces)&lt;br /&gt;
!Face distribution&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|1,1,2,2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|2,3,3,4,4,4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|4,5,6,6,7,7,8,8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|2 of each&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving ==&lt;br /&gt;
&lt;br /&gt;
As in real life the car starts in 1st gear. Then you shift up to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then roll the die which corresponds to the chosen speed. They then move their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is especially important in the corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of play&#039;&#039;&#039;: In each round the drivers play according to their car position on the track, with the current gear deciding tie-breakers, and the first one there is the final decider.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Driving Code ==&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
===Driving code in the corners ===&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the corner information box) within the limits of the corner. The number of filled red circles indicates the number of stops for that corner. After the requisite number of stops, the car may safely exit the corner, without penalty, on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refers to the longest path, the number in the red box refers to the shortest path. Refer to these when deciding the gear you enter the corner in.&lt;br /&gt;
&lt;br /&gt;
===Driving code on the straights ===&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible. (ex. You can&#039;t fishtail back and forth between the inside and outside edges)&lt;br /&gt;
&lt;br /&gt;
==Wear points (WP) ==&lt;br /&gt;
&lt;br /&gt;
They reflect the capability of the car to stay on the track and survive events during the race. In the Basic Game, each car has 18 WP at the beginning of the race. The players use these points to survive various incidents and risky maneuvers. In the advanced game, they are divided up into different categories that are used in different situations.&lt;br /&gt;
&lt;br /&gt;
==Preparation for play ==&lt;br /&gt;
&lt;br /&gt;
===Start formation ===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. In the case of a tie, all &#039;&#039;&#039;involved&#039;&#039;&#039; players re-roll the die.&lt;br /&gt;
&lt;br /&gt;
===Start ===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: 1 – poor start&#039;&#039;&#039;. The player has stalled the motor of their car. They cannot engage 1st gear and so they have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 2 and 16&#039;&#039;&#039; – normal start. The player can start normally. They roll the die for 1st gear and move their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 17 and 20&#039;&#039;&#039; – great start! The player makes a fantastic start. They move their car forward 4 spaces immediately, although they are still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, it cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their WP at any time to avoid having to advance the full number of spaces shown on the die. In this way they can control their progress better, for example when the lanes are blocked by other cars.&lt;br /&gt;
&lt;br /&gt;
==Changing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox. The number of gears skipped equates to the number of WP their car loses as a result. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they roll a number between 1 and 4 their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-lap race==&lt;br /&gt;
&lt;br /&gt;
For players who have already played several single-lap games.&lt;br /&gt;
&lt;br /&gt;
Whoever crosses the finishing line first after two laps wins the game. Players may make a pit stop between the first and second laps to regain the WP points they lost during the first round.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap a player may decide to make a pit stop to regain all the WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one’s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the colour of your car&#039;s central strip.&lt;br /&gt;
&lt;br /&gt;
===Entering pits===&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is sufficient to roll the minimum number required or higher using the die corresponding to the selected gear. The car receives all 18 WP back and awaits their next turn to start from the pits in 4th gear (maximum).&lt;br /&gt;
&lt;br /&gt;
The rules for changing down gear, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
There are minimum gears required in the pit lane:&lt;br /&gt;
&lt;br /&gt;
* Once a player has entered the pit lane, they must choose a gear which would allow their car to enter their pit box on a maximum roll. If they cannot use such a gear, they must use the highest gear permitted by their previous move.&lt;br /&gt;
&lt;br /&gt;
* Exiting the pits: 1st gear is prohibited to drivers from their pit box to the outlet of the pit lane, except when 2nd gear might be unsafe&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
===The gears===&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears, each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2, or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die Color||Die Size||Movement (Number of spaces)&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Driving===&lt;br /&gt;
&lt;br /&gt;
As in real life, the car starts in 1st gear. Then you upshift to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then roll the die which corresponds to the chosen speed. They then move their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is especially important in the corners.&lt;br /&gt;
&lt;br /&gt;
====Order of play====&lt;br /&gt;
&lt;br /&gt;
In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Same position====&lt;br /&gt;
&lt;br /&gt;
If two cars on the track are level with each other, the driver with the highest gear plays first.&lt;br /&gt;
&lt;br /&gt;
If both cars are in the same gear, the car that arrived first at their current space plays first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving Code===&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
====Driving code in the corners====&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated by the number of red stop lights in the corner information box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refers to the longest path, the number in the red box refers to the shortest path. Refer to these numbers when considering what gear to enter the corner in.&lt;br /&gt;
&lt;br /&gt;
====Driving code on the straights====&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wear points (WP)===&lt;br /&gt;
&lt;br /&gt;
Wear Points reflect the ability of the car to stay on the track and survive events during the race. Each car has a certain number of WP at the beginning of the race, which are divided up between six different categories. These points are distributed as follows in the game for advanced players:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|WP tires:||6&lt;br /&gt;
|-&lt;br /&gt;
|WP brakes:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP gearbox:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP car body:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP engine:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP road handling:||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation for play==&lt;br /&gt;
&lt;br /&gt;
===Start formation===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. (In the case of a tie, all concerned players re-roll the die.)&lt;br /&gt;
&lt;br /&gt;
===Start===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
====Number rolled, 1 - poor start====&lt;br /&gt;
&lt;br /&gt;
The player has stalled the motor of their car. They cannot engage 1st gear and so have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: between 2 and 19 - normal start====&lt;br /&gt;
&lt;br /&gt;
The player can start normally. They roll the die for 1st gear and move their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: 20 - great start!====&lt;br /&gt;
&lt;br /&gt;
The player makes a fantastic start. They move their car forward 4 spaces immediately, although they are still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s tire WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, it cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
When a car loses their last tire WP by overshooting a corner, they spin round in a circle. The car is placed on the space where their move ended, pointing backwards. The player must turn their car round again and drive off in 1st gear when it is their next turn. In this adaptation, their Tire WPs are reset to 1.&lt;br /&gt;
&lt;br /&gt;
If a car loses more tire WP than it possesses, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their brake WP at any time to avoid having to advance the full number of spaces shown on the die. This can help to prevent losing tire WP if they would otherwise overshoot a corner.&lt;br /&gt;
&lt;br /&gt;
A driver can find themselves blocked by one or more cars which they are unable to overtake. After the driver has moved their car forward as many spaces as possible, they count how many spaces they would have moved if they had not been blocked.&lt;br /&gt;
&lt;br /&gt;
If the number of spaces short of the full number is 4 or greater, they may use Emergency Braking. In this case, their first 3 spaces must be paid for with Brake WP. Each additional space after that may be paid by either Brake or Tire WP.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
If a car doesn&#039;t have enough brake WP and tire WP to stop before a blockage, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Gearing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox.&lt;br /&gt;
&lt;br /&gt;
As a result, the car then loses a certain number of brake WP, engine WP and gearbox WP. The table below lists the corresponding wear. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gears skipped!!Gearbox WP!!Brake WP!!Engine WP&lt;br /&gt;
|-&lt;br /&gt;
|1 gear||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2 gears||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|3 gears||1||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a car has no gearbox WP left, the driver can only change down one gear at a time until the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they roll a 1, their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this adaptation&#039;&#039;&#039; the car that did not just move rolls first. If it fails the roll and is eliminated from the race as a result, the car that moved will automatically fail its roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last car body WP, it is eliminated&#039;&#039;&#039; from the race.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 engine WP.&lt;br /&gt;
&lt;br /&gt;
If a car loses its last engine WP, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Damage and road handling==&lt;br /&gt;
&lt;br /&gt;
Each time a car loses a car body WP or an engine WP, a damage marker is placed on the space where the move ended.&lt;br /&gt;
&lt;br /&gt;
The same applies whenever a car is eliminated from the race for whatever reason. These spaces are judged to be &amp;quot;dangerous&amp;quot; from then on.&lt;br /&gt;
&lt;br /&gt;
If a car passes over one of these spaces or lands on it, the driver must roll the black die. If the result is between 1 and 4, the car loses one road handling WP. The dangerous spaces can be avoided by changing lanes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last road handling WP, it is eliminated from the race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If a car drives in the wake of another car, this is called slipstreaming.&lt;br /&gt;
&lt;br /&gt;
For the two concerned drivers, slipstreaming is possible from the 4th gear on.&lt;br /&gt;
&lt;br /&gt;
The car must be driving as fast or faster than the car in front.&lt;br /&gt;
&lt;br /&gt;
If a car wants to profit from slipstreaming after moving, it has to stop directly behind another car. From this position they can then add 3 spaces onto their last move. They can move forward 3 spaces in the following way:&lt;br /&gt;
&lt;br /&gt;
*change a lane, overtake the car in front and return to the original lane.&lt;br /&gt;
*change a lane and move two spaces in a straight line.&lt;br /&gt;
*change two lanes and move one space in a straight line.&lt;br /&gt;
&lt;br /&gt;
The player must move a total of three spaces in any case. (However, the driver may use brake WP in order to reduce this number of spaces.) If slipstreaming brings a car up immediately behind another car, they can carry on slipstreaming (and so on).&lt;br /&gt;
&lt;br /&gt;
If a car is carried into a corner by slipstreaming, they lose a brake WP (without the number of spaces being reduced).&lt;br /&gt;
&lt;br /&gt;
In a corner, a slipstreaming car must follow normal driving code (eg. following the arrows).&lt;br /&gt;
&lt;br /&gt;
Braking in order to take advantage of slipstreaming in the wake of another player&#039;s car is not allowed.&lt;br /&gt;
&lt;br /&gt;
Drivers do not have to slipstream!&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap, a player may decide to make a pit stop to regain all the tire WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one&#039;s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the central colour of your car.&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is necessary to roll the minimum number required or higher using the die corresponding to the selected gear. As soon as the car enters the pits, it receives all its tire WP back. The player now rolls the black die, in order to see how fast their mechanics work.&lt;br /&gt;
&lt;br /&gt;
===Result between 1 and 10: quick pit stop===&lt;br /&gt;
&lt;br /&gt;
The player divides the number shown on the black die by two (rounding it up if necessary). The result is the number of spaces the car is allowed to move when the car leaves the pit in 4th gear.&lt;br /&gt;
&lt;br /&gt;
===Result between 11 and 20: slow pit stop===&lt;br /&gt;
&lt;br /&gt;
The car remains in the pit until the next round. Then the car moves on in 4th gear (or a lower gear).&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Optional Rules=&lt;br /&gt;
&lt;br /&gt;
All the following rules can be used independently of one another.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car==&lt;br /&gt;
&lt;br /&gt;
Every player can distribute their 20 WP between the zones of their car at their own discretion. At least 1 WP must be assigned to each zone.&lt;br /&gt;
&lt;br /&gt;
If using the Technical Pit Stops option, 2 additional WPs are available to assign, and players may assign 0-2 points to Repair points.&lt;br /&gt;
&lt;br /&gt;
==Qualifying lap with a stopwatch==&lt;br /&gt;
&lt;br /&gt;
All players drive a qualifying lap with stopwatch consecutively, in order to determine their start positions. The rules for moves and driving code remain unchanged during the qualifier, however the WP are not taken into account. The only exception is if a car overshoots a corner - this is penalized.&lt;br /&gt;
&lt;br /&gt;
* The player whose turn it is to drive a qualifying lap places their car in the middle lane in front of the starting line.&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
* The player receives a total number of points over their lap: &lt;br /&gt;
**1 point for each round the player takes to complete the lap&lt;br /&gt;
**1 point for each space the player overshoots a corner by (soft tires will have their points doubled)&lt;br /&gt;
**1 point for every full real-time minute it takes the player to complete the lap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The qualifying lap is over if the driver does not stop at all in corners where two or three stops are required. They then have to start the race at the back of the field from the last start position.&lt;br /&gt;
&lt;br /&gt;
After that the order of starting is determined: the car which has completed the qualifying lap with the fewest points takes first position. The other cars follow on in decreasing order of points. If two drivers have the same number of points, the real time taken to complete the lap decides: the fastest player gets the better start position.&lt;br /&gt;
&lt;br /&gt;
== Weather Conditions ==&lt;br /&gt;
&lt;br /&gt;
There is a weather chart for each &amp;quot;Formula D&amp;quot; racing circuit, which is available to all players before the game so that they can inform themselves about weather conditions during the race and qualifying laps.&lt;br /&gt;
&lt;br /&gt;
If the weather rules are used, it is strongly recommended that the tire selection rules be used as well.&lt;br /&gt;
&lt;br /&gt;
Before the qualifying laps begin, the black die is rolled and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039; no problems for the drivers.&lt;br /&gt;
&#039;&#039;&#039;Changeable&#039;&#039;&#039;: no problems for drivers, treat as good weather for the qualifying lap.&lt;br /&gt;
&#039;&#039;&#039;Rain&#039;&#039;&#039;: The qualifying laps for all players take place in rain (see below).&lt;br /&gt;
&lt;br /&gt;
Before the actual race begins, the black die is rolled again and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039;: no problem.&lt;br /&gt;
&#039;&#039;&#039;Changeable&#039;&#039;&#039;: The sky is overcast at the beginning of the race, but it does not rain &#039;&#039;&#039;unless&#039;&#039;&#039; it rained during qualifying. Either way, this can change during the course of the race. Whenever a player in 5th gear throws a 20 or a 30 in 6th gear, at the end of the round they have to roll the black die and consult the weather chart:&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;good weather&amp;quot; comes up, the weather conditions are shifted one line upwards.&lt;br /&gt;
If &amp;quot;rain&amp;quot; is the result, the weather conditions are shifted one line downwards.&lt;br /&gt;
If the result is &amp;quot;changeable&amp;quot;, the weather stays the same.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Weather&#039;&#039;&#039;||&#039;&#039;&#039;Effect on race&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Good||None. The weather will no longer change.&lt;br /&gt;
|-&lt;br /&gt;
|Good (Temporary)||None.&lt;br /&gt;
|-&lt;br /&gt;
|Changeable||This is the starting step and once the weather conditions shift up or down off Changeable, it will be skipped for the rest of the game.&lt;br /&gt;
|-&lt;br /&gt;
|Rain (Temporary)||Rain.&lt;br /&gt;
|-&lt;br /&gt;
|Rain||Rain. The weather will no longer change.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effect of rain ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Collision&#039;&#039;&#039;: A result of 1 or 2 (instead of just a 1, as in good weather) means a collision occurs.&lt;br /&gt;
* &#039;&#039;&#039;Engine damage&#039;&#039;&#039;: Occurs when result is between 1 and 3 (instead of between 1 and 4, as in good weather).&lt;br /&gt;
* &#039;&#039;&#039;Road handling&#039;&#039;&#039;: The car loses one road handling WP for a result between 1 and 5 (instead of between 1 and 4, as in good weather)&lt;br /&gt;
* &#039;&#039;&#039;Skidding on corners&#039;&#039;&#039;: Cars will skid on corners depending on their tire selection. See &amp;quot;Selection of tires&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== Selection of tires ==&lt;br /&gt;
&lt;br /&gt;
The choice of tires is crucial not just for qualifying lap, but for the race itself. When weather conditions have been determined, each player can fit their car with special tires (see below). It is also possible to change tires between qualifying lap and the race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hard Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommended on a dry track and inefficient on a wet track.&lt;br /&gt;
&lt;br /&gt;
* The game rules apply unchanged if the weather is good or changeable.&lt;br /&gt;
* If it is raining, the car moves three additional spaces on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
=== Soft Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommended on a dry track and inefficient - if not handicapping - on a wet track.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the car can move one additional space during each move in the qualifying or race laps. This additional move is not compulsory. But if a car overshoots a corner, the penalty is doubled (loss of tire WP). If a driver does not change their tires during a pit stop after the first lap, they lose the bonus. If a driver does not change their tires during a pit stop after the second lap, the penalties for overshooting a corner are trebled.&lt;br /&gt;
* If it is raining, the car travels three spaces further on any turn which contributes to advancing a corner. If a driver does not change their tires during a pit stop before beginning the third lap, the penalties for overshooting a corner are trebled.&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
=== Rain Tires ===&lt;br /&gt;
&lt;br /&gt;
They are highly recommended if it is raining, but are otherwise very sensitive.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the penalties for overshooting a corner are doubled (loss of tire WP) for qualifying and the first two laps of the race. If a driver does not change their tires before the third race lap, the&lt;br /&gt;
penalties are trebled.&lt;br /&gt;
* If it is raining, the car travels one space further on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
== Technical Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
Your pit has 2 WP which can be used during the race to regain lost WP (with the exception of tire WP). Every time a driver makes a pit stop they can choose between two options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tire pit stop&#039;&#039;&#039;: As in the rules for advanced players, except that the driver may change the type of tire whenever they change tires.&lt;br /&gt;
* &#039;&#039;&#039;Technical pit stop&#039;&#039;&#039;: The driver can change their tires (see above) and in addition regain up to two WP in one or two zones (except the tires). This &amp;quot;reservoir&amp;quot; of 2 WP applies for the entire duration of the race, even if it lasts for more than two laps. In the next round, the car may not start higher than 4th gear. A car with soft tires does not profit from the bonus of an additional space when leaving the pits.&lt;br /&gt;
&lt;br /&gt;
== Team Race ==&lt;br /&gt;
&lt;br /&gt;
A game using these rules is appropriate for a large group with an even number of players. The players form teams each with two players; each colour corresponds to a racing team. Apart from the following two exceptions, the rules apply unchanged:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pit stop&#039;&#039;&#039;: Each team has 4 WP to repair the cars. Both players must decide together how they want to use these points.&lt;br /&gt;
* &#039;&#039;&#039;Winner by points&#039;&#039;&#039;: A team race is not necessarily won by the first car to cross the finishing line. Each car receives a certain number of winning points. The team with the highest number of total points wins the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000&lt;br /&gt;
|-&lt;br /&gt;
|2||720&lt;br /&gt;
|-&lt;br /&gt;
|3||600&lt;br /&gt;
|-&lt;br /&gt;
|4||480&lt;br /&gt;
|-&lt;br /&gt;
|5||400&lt;br /&gt;
|-&lt;br /&gt;
|6||320&lt;br /&gt;
|-&lt;br /&gt;
|7||240&lt;br /&gt;
|-&lt;br /&gt;
|8||160&lt;br /&gt;
|-&lt;br /&gt;
|9||80&lt;br /&gt;
|-&lt;br /&gt;
|10||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these points differ from the published rules. If qualifying is enabled, qualifying points are also awarded equally to both members of the team.&lt;br /&gt;
&lt;br /&gt;
== Nitro Fuel ==&lt;br /&gt;
&lt;br /&gt;
When this option is chosen, all cars have a Nitro Fuel injection, which allows instant acceleration. Players can use their nitro once a lap after rolling the corresponding gear die. They receive a movement bonus according to the gear they are using at that moment (1 space in 1st gear, 2 spaces in 2nd gear, etc.). This bonus must be used completely.&lt;br /&gt;
&lt;br /&gt;
When a car pits, or crosses the finish line at the end of a lap, it replenishes its nitro fuel and may use it again.&lt;br /&gt;
&lt;br /&gt;
Nitro may only be used if it is available when rolling the gear die. It does not become available during the same move where you complete a lap.&lt;br /&gt;
&lt;br /&gt;
= BGA Rule Variations=&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
The differences from the rules you will find in your own copy of Formula D are:&lt;br /&gt;
&lt;br /&gt;
==Round Order ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, if two cars are level with each other, the driver with the highest gear plays first. If both cars are in the same gear, the car nearest the inside with reference to the next (or the current) corner plays first.&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the higher gear continues to be first but if both cars are in the same gear *then the player who first arrived at their space* goes first. Corners no longer affect who goes first.&lt;br /&gt;
&lt;br /&gt;
==Points ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, points are awarded for race completion &#039;&#039;&#039;and&#039;&#039;&#039; for Qualifying (if enabled). The Qualifying points are minor by comparison and serve as a tie-break if two players are both eliminated and score 0 in the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;&#039;||&#039;&#039;&#039;Race Points&#039;&#039;&#039;||&#039;&#039;&#039;Qualifying Points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000||10&lt;br /&gt;
|-&lt;br /&gt;
|2||720||9&lt;br /&gt;
|-&lt;br /&gt;
|3||600||8&lt;br /&gt;
|-&lt;br /&gt;
|4||480||7&lt;br /&gt;
|-&lt;br /&gt;
|5||400||6&lt;br /&gt;
|-&lt;br /&gt;
|6||320||5&lt;br /&gt;
|-&lt;br /&gt;
|7||240||4&lt;br /&gt;
|-&lt;br /&gt;
|8||160||3&lt;br /&gt;
|-&lt;br /&gt;
|9||80||2&lt;br /&gt;
|-&lt;br /&gt;
|10||40||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To cover multiple players being eliminated during a game where there is no Qualifying, their distance travelled before being eliminated is used as the final tie-break (only in non-team games). If a player overshoots a corner or crashes into the back of other cars, their position at the &#039;&#039;&#039;start&#039;&#039;&#039; of the turn is used.&lt;br /&gt;
&lt;br /&gt;
==Braking ==&lt;br /&gt;
&lt;br /&gt;
The original rules provide a table that describes the outcome of &amp;quot;Emergency Braking&amp;quot; (when a car is blocked by one or more cars which they are unable to overtake). The table does not take Constructed Cars into account, so to clarify, the implemented rules are:&lt;br /&gt;
&lt;br /&gt;
If a player performs Emergency Braking, they must move their car forward as many spaces as possible. If they need to brake more than 3 spaces, they are required to use Brake WPs for the first 3 spaces, and each subsequent space may be paid for using Brake WP *or* Tire WPs.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
==Qualifying ==&lt;br /&gt;
&lt;br /&gt;
Players do not roll the black starting die at the beginning of Qualifying: they just start in 1st gear.&lt;br /&gt;
&lt;br /&gt;
The original rules simply state that &amp;quot;WP are not taken into account&amp;quot; during qualifying. However, the effect of this is clarified in this adaptation:&lt;br /&gt;
&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
&lt;br /&gt;
In this version, Qualifying awards points as long as you complete your lap:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||10&lt;br /&gt;
|-&lt;br /&gt;
|2||9&lt;br /&gt;
|-&lt;br /&gt;
|3||8&lt;br /&gt;
|-&lt;br /&gt;
|4||7&lt;br /&gt;
|-&lt;br /&gt;
|5||6&lt;br /&gt;
|-&lt;br /&gt;
|6||5&lt;br /&gt;
|-&lt;br /&gt;
|7||4&lt;br /&gt;
|-&lt;br /&gt;
|8||3&lt;br /&gt;
|-&lt;br /&gt;
|9||2&lt;br /&gt;
|-&lt;br /&gt;
|10||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Collision Checks ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the active player checks for collisions only after all adjacent players have rolled. If an adjacent player fails their roll and is eliminated as a result, the active player will automatically fail their roll against that player.&lt;br /&gt;
&lt;br /&gt;
==Weather Rolls ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, the Weather die is thrown immediately when a player rolls the maximum number in 5th or 6th gear. In this adaptation, this roll still occurs but it is deferred until the end of the round. This way, weather can only change between rounds and not in the middle of a player&#039;s turn. If multiple players roll the maximum number, the weather die will be rolled multiple times.&lt;br /&gt;
&lt;br /&gt;
==Changeable Weather ==&lt;br /&gt;
&lt;br /&gt;
The original rules have 4 steps for Changeable Weather:&lt;br /&gt;
* Good&lt;br /&gt;
* Good - Changeable&lt;br /&gt;
* Rain - Changeable&lt;br /&gt;
* Rain&lt;br /&gt;
&lt;br /&gt;
In this adaptation, there are 5 steps:&lt;br /&gt;
* Good&lt;br /&gt;
* Good - Temporary&lt;br /&gt;
* Changeable&lt;br /&gt;
* Rain - Temporary&lt;br /&gt;
* Rain&lt;br /&gt;
&lt;br /&gt;
Changeable is only ever used at the start of a race, and by default is Good - with one exception: if it rained in qualifying then a changeable feature race will start Changeable but raining.&lt;br /&gt;
&lt;br /&gt;
Weather will never be changeable in qualifying: it will be Good unless Rain is rolled.&lt;br /&gt;
&lt;br /&gt;
==Spinning ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that if a car on 0 Tire WP overshoots a corner then it &amp;quot;will again spin round in a circle. If the car overshoots the corner by more than one space, it is out of the race&amp;quot;. In this adaptation, a car with 0 Tire WP is eliminated if it overshoots a corner by more than 1 WP. Hence, even a single space overshoot will eliminate a 0 Tire WP car on soft tires.&lt;br /&gt;
&lt;br /&gt;
Additionally, in this adaptation when you spin, your Tire WP are reset to 1 WP (instead of remaining at 0 WP).&lt;br /&gt;
&lt;br /&gt;
==Skidding on Corners in the Rain ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that cars will skid in the rain &amp;quot;provided at least one space of the move lies within the limits of a corner&amp;quot;. In this adaptation, skidding will only occur on any turn that counts towards a corner&#039;s completion. That means:&lt;br /&gt;
&lt;br /&gt;
* Driving through a corner that you have already completed will &#039;&#039;not&#039;&#039; cause you to skid&lt;br /&gt;
* If you are on the final space in a corner and still need to land in it 1 more turn, you will skid on your next move even though you are driving into a straight&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Motor Damage Checks==&lt;br /&gt;
&lt;br /&gt;
Motor damage checks are always performed in round order.&lt;br /&gt;
&lt;br /&gt;
==Braking in the Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that the rules for braking do not apply in the pit lane. In this adaptation, there is no braking cost for stopping immediately behind another car, or in your pit box. However, there is a brake cost for travelling any distance shorter than that.&lt;br /&gt;
&lt;br /&gt;
== Pit Boxes ==&lt;br /&gt;
&lt;br /&gt;
In Individual Driver games, a single pit box will be reserved for each driver instead of drivers being assigned a pit box color. The box will be indicated with the player&#039;s avatar.&lt;br /&gt;
&lt;br /&gt;
== Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down DO apply in the pit lane.&lt;br /&gt;
&lt;br /&gt;
There are also minimum gears that may be used in the pit lane:&lt;br /&gt;
&lt;br /&gt;
* Once a player has entered the pit lane, they must choose a gear which would allow their car to enter their pit box on a maximum roll. If they cannot use such a gear, they must use the highest gear permitted by their previous move.&lt;br /&gt;
&lt;br /&gt;
* Exiting the pits: 1st gear is prohibited to drivers from their pit box to the outlet of the pit lane, except when 2nd gear might be unsafe&lt;br /&gt;
&lt;br /&gt;
== Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
The soft tire bonus may not be used when moving after a Quick Pit Stop.&lt;br /&gt;
&lt;br /&gt;
If Technical Pit Stops are enabled, players may always choose to take one (and thus finish their turn) even if they have no repair points or repairs to perform.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, if players have selected the option to Construct their own car then there are no limits to how many points they may assign to any given area.&lt;br /&gt;
&lt;br /&gt;
In games that have also selected the Technical Pit Stop rules, then instead of having a fixed 2 WPs available for Pit repairs, a player will have 22 WPs to use in Construction and can choose how many repair points to make available, with a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
==Road Races ==&lt;br /&gt;
&lt;br /&gt;
The Road Race rules, including Drivers with special abilities, are not used.&lt;br /&gt;
&lt;br /&gt;
Where Road Race circuits are used, all non-standard rules are ignored.&lt;br /&gt;
&lt;br /&gt;
Nitro Fuel Injection is available as an option for all races.&lt;br /&gt;
&lt;br /&gt;
==Elimination ==&lt;br /&gt;
&lt;br /&gt;
When a player is eliminated, the outcome is slightly different from the published rules. &lt;br /&gt;
&lt;br /&gt;
*If the elimination was caused by the player overshooting corners, or driving over a damage marker, or quitting, the car is immediately removed from the board and &#039;&#039;&#039;no damage marker is placed&#039;&#039;&#039;&lt;br /&gt;
*If the elimination was caused by the player failing a motor damage test, the car is immediately removed from the board and a damage marker is added.&lt;br /&gt;
*If the player is eliminated by any other reason, a damage marker is added and the car remains on the board until the end of the round, when it is removed.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpawkwardgueststhewaltoncase&amp;diff=28065</id>
		<title>Gamehelpawkwardgueststhewaltoncase</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpawkwardgueststhewaltoncase&amp;diff=28065"/>
		<updated>2026-01-13T21:15:46Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: Add game rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Awkward Guests: The Walton Case =&lt;br /&gt;
&lt;br /&gt;
This is a deduction and information-trading game. All players try to solve the murder on Mr. Walton. The first player to do so correctly, wins the game. &lt;br /&gt;
&lt;br /&gt;
Each player has their own investigation sheet (private to them) to keep track of the information they learn during the game.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to correctly solve the case by identifying:&lt;br /&gt;
* - &#039;&#039;&#039;WHO&#039;&#039;&#039; killed Mr. Walton?&lt;br /&gt;
* - &#039;&#039;&#039;WHY&#039;&#039;&#039; did they kill him (motive)?&lt;br /&gt;
* - &#039;&#039;&#039;HOW&#039;&#039;&#039; did they put an end to his life? (weapon)?&lt;br /&gt;
* - Was there an &#039;&#039;&#039;ACCOMPLICE&#039;&#039;&#039; and, if so, &#039;&#039;&#039;WHO&#039;&#039;&#039; and &#039;&#039;&#039;WHY&#039;&#039;&#039;?&lt;br /&gt;
(For Beginner / Very Easy / Easy cases there is never an accomplice.) &lt;br /&gt;
&lt;br /&gt;
== Information in the game ==&lt;br /&gt;
Each card has:&lt;br /&gt;
* - an information value (1–3), representing the amount of valuable information, and used to price exchanges;&lt;br /&gt;
* - references (suspects and/or rooms) showing what the info is about;&lt;br /&gt;
* - the case-related information;&lt;br /&gt;
* - how the information can be denoted on the tracking sheet.&lt;br /&gt;
&lt;br /&gt;
== Round structure ==&lt;br /&gt;
The game is played in rounds. In each round, every player takes one turn (anti-clockwise). Each turn has 3 phases:&lt;br /&gt;
* - &#039;&#039;Inquiry Phase&#039;&#039;&lt;br /&gt;
* - &#039;&#039;Offer Phase&#039;&#039;&lt;br /&gt;
* - &#039;&#039;Exchange Phase&#039;&#039;&lt;br /&gt;
After all players have taken a turn, the round ends with a &#039;&#039;Solution Phase&#039;&#039;. If no one has solved the murder in this phase, the game continues with the &#039;&#039;Discard Phase&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Your turn ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Inquiry Phase (ask for 2 references) ===&lt;br /&gt;
On your turn, you must request information about exactly 2 different references:&lt;br /&gt;
* - suspects (the 6 guests), and/or&lt;br /&gt;
* - rooms in the mansion.&lt;br /&gt;
So you may ask for: 2 suspects, 2 rooms, or 1 suspect and 1 room. &lt;br /&gt;
Arrows are used to show all players which 2 references have been chosen.&lt;br /&gt;
&lt;br /&gt;
=== 2. Offer Phase (others offer relevant cards) ===&lt;br /&gt;
Starting with the player to your right and continuing anti-clockwise, each other player may prepare an offer:&lt;br /&gt;
* - They may offer any number of cards from their hand, or choose not to offer any cards at all;&lt;br /&gt;
* - Every offered card must contain &#039;&#039;at least&#039;&#039; one of the references you requested.&lt;br /&gt;
* - The offered cards are placed face down and a marker with the offer value (the sum of information values in the offer (1–3 per card)) is placed on top of it. &lt;br /&gt;
&lt;br /&gt;
Offers are final once declared.&lt;br /&gt;
&lt;br /&gt;
=== 3. Exchange Phase (you choose and pay) ===&lt;br /&gt;
After all offers are made, you choose whether to exchange and with whom:&lt;br /&gt;
* - You may exchange with as many players as you want this turn;&lt;br /&gt;
* - For each chosen offer, give that player cards from your hand (any references allowed) totalling &#039;&#039;at least&#039;&#039; the offer value.&lt;br /&gt;
* - Exchanges are always for the full offered value. You cannot negotiate for part of an offer.&lt;br /&gt;
&lt;br /&gt;
All chosen exchanges are executed and players add received cards to their hands. &lt;br /&gt;
&lt;br /&gt;
If no one makes an offer, instead draw 3 cards (if possible), and your turn ends. &lt;br /&gt;
&lt;br /&gt;
== End of the round ==&lt;br /&gt;
&lt;br /&gt;
=== Solution Phase (everyone decides at once) ===&lt;br /&gt;
All players still in the game simultaneously choose:&lt;br /&gt;
* - Solve now, or&lt;br /&gt;
* - Continue investigating.&lt;br /&gt;
Players who choose to solve determine their full accusation:&lt;br /&gt;
* - murderer;&lt;br /&gt;
* - motive;&lt;br /&gt;
* - weapon;&lt;br /&gt;
* - plus accomplice + accomplice motive (if they believe there is one).&lt;br /&gt;
(Recall that for Beginner / Very Easy / Easy cases there is never an accomplice.)&lt;br /&gt;
&lt;br /&gt;
Then, in turn, each solving player checks against the official solution (on BGA this is handled automatically). &lt;br /&gt;
&lt;br /&gt;
If a player is &#039;&#039;&#039;completely correct&#039;&#039;&#039;, the game ends and they &#039;&#039;&#039;win&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
If a player is &#039;&#039;&#039;wrong&#039;&#039;&#039;, they are eliminated:&lt;br /&gt;
* - Neither their guess nor the correct solution is revealed.&lt;br /&gt;
* - Their hand is revealed to the remaining players, then placed face up into the revealed pile.&lt;br /&gt;
* - After this, a new Solution Phase begins immediately (remaining players may decide again whether to solve). &lt;br /&gt;
&lt;br /&gt;
If nobody wants to guess, the game continues. If only one player remains, the game ends. &lt;br /&gt;
&lt;br /&gt;
=== Discard Phase (if continuing) ===&lt;br /&gt;
All remaining players discard down to 3 cards in hand.&lt;br /&gt;
&lt;br /&gt;
Then the starting player marker passes to the player on the right, and the new starting player deals cards to refill everyone&#039;s hands back up to 6 cards (as far as possible). A new round begins. &lt;br /&gt;
&lt;br /&gt;
== If the game deck runs out ==&lt;br /&gt;
When the draw deck is empty:&lt;br /&gt;
* - The discard pile is shuffled to form a new deck;&lt;br /&gt;
* - The top 3 cards are revealed face up for everyone to examine, then placed into the revealed pile;&lt;br /&gt;
* - The rest of the pile is used as the new draw deck. &lt;br /&gt;
&lt;br /&gt;
== Useful rules for deduction ==&lt;br /&gt;
* - The police/coroner/housekeeper/service staff do not lie. &lt;br /&gt;
* - The innocent guests do not lie regarding who they were with at the time of the murder.&lt;br /&gt;
* - The Berwick Sisters count as 2 guests but move and act as 1. &lt;br /&gt;
&lt;br /&gt;
== What the different card topics usually tell you ==&lt;br /&gt;
&lt;br /&gt;
* - &#039;&#039;&#039;Alibi info:&#039;&#039;&#039; where suspects claim to be at the time of the murder (only certain rooms are valid alibi rooms). If two suspects claim to be together (and vice versa), then either both are innocent, or they are the murderer and the accomplice. &lt;br /&gt;
* - &#039;&#039;&#039;Motive info:&#039;&#039;&#039; supports or dismisses possible motives. If all three motives of a suspect are dismissed, that suspect is innocent. &lt;br /&gt;
* - &#039;&#039;&#039;Conspiracy info:&#039;&#039;&#039; hints about possible accomplices. If there is an accomplice, staff will always find them conspiring, but some conspiracies can be red herrings. The accomplice only helps by giving an alibi (same room at murder time) and does not reveal the murderer&#039;s motive (and vice versa). &lt;br /&gt;
* - &#039;&#039;&#039;Weapon info:&#039;&#039;&#039; each weapon leaves two signs; missing either sign dismisses the weapon. The Study (crime scene) references often eliminate many weapons. &lt;br /&gt;
* - &#039;&#039;&#039;Opportunity/Movement info:&#039;&#039;&#039; who could reach the Study, and which rooms the murderer could have passed through. If a suspect cannot reach the Study via allowed routes, they cannot be the murderer. &lt;br /&gt;
&lt;br /&gt;
= 2-player differences =&lt;br /&gt;
Play according to the rules above, with these changes: &lt;br /&gt;
* - Inquiry Phase: request information about 4 different references instead of 2 (any mix of suspects/rooms).&lt;br /&gt;
* - Exchange Phase: cards you receive are not kept. Both players look at received cards, take notes, then immediately discard them.&lt;br /&gt;
* - If the active player receives no offer, they draw 2 cards, take notes, then immediately discard those cards.&lt;br /&gt;
&lt;br /&gt;
= Solo mode =&lt;br /&gt;
Please refer to the rulebook’s solo mode section.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkikaibricolageheads&amp;diff=27341</id>
		<title>Gamehelpkikaibricolageheads</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkikaibricolageheads&amp;diff=27341"/>
		<updated>2025-11-15T23:39:20Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: removed extra white space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KIKAI – Bricolage Heads is a two-player strategy game in which players compete to build creations (KIKAI) from recycled parts across six districts. Players earn Victory Points by building components, attracting Fans, gaining Influence, and hosting Exhibitions. &lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points (VP) after four rounds wins the game, unless one player achieves an Instant Media Victory by placing all six of their billboards.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;These rules describe the Standard game. Differences for Advanced Mode are listed at the end.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
&lt;br /&gt;
The Yellow player begins. Players alternate turns until both have taken the number of turns shown on their Player Board for that round (5 or 6 turns depending on the round). When a round ends, victory points are granted based on a players Renown on the Master’s Board, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
The game ends after Round 4 or immediately upon a Media Victory.&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player:&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;Plays one District Card from their hand&#039;&#039;&#039;, which determines the District in which the player will act. Alternatively, play two identical District Cards together to perform an action in any District. Cards are placed in the current turn column of their Player Board.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;Performs one of four actions&#039;&#039;&#039; (discussed below) in that District:&lt;br /&gt;
* Build a KIKAI Component&lt;br /&gt;
* Deploy Flyer Droppers&lt;br /&gt;
* Attract Fans&lt;br /&gt;
* Host an Exhibition&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;: discard 1 Megaphone token to play another District Card (or two identical) and perform a second action.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Draws one new District Card&#039;&#039;&#039;, either one of the two visible cards or the top card of the deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;: discard any number of Ladder tokens to draw that many additional cards from the top of the deck.&lt;br /&gt;
&lt;br /&gt;
=== End of a Round ===&lt;br /&gt;
&lt;br /&gt;
All District Cards played are collected and reshuffled, then placed beneath the draw pile.&lt;br /&gt;
&lt;br /&gt;
On the Master’s Board, each player gains VP according to their Renown position multiplied by the round’s VP multiplier (×4, ×3, or ×2 as indicated). Renown markers are reset to &#039;Start&#039;.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Build a KIKAI Component ===&lt;br /&gt;
&lt;br /&gt;
* Build one component (Foot, Body, or Head) in the District matching your played card by paying its Energy cost and gaining Influence (1 for a Foot, 2 for a Body if a Ladder is placed, 3 for a Head if 2 Ladders are placed).&lt;br /&gt;
* A new component of that type is immediately revealed.&lt;br /&gt;
* The first to build a Head in a District, claims its Construction Bonus and applies the immediate VP reward.&lt;br /&gt;
&lt;br /&gt;
=== Deploy Flyer Droppers ===&lt;br /&gt;
&lt;br /&gt;
* Deploy Flyer Droppers from your Energy Track onto the streets (white squares) starting from the chosen District, at 2 Energy cost per Flyer Dropper.&lt;br /&gt;
* Deployment must start from or extend your existing network from that District. Networks do not pass through a District.&lt;br /&gt;
* Some Energy-Track spaces and street spaces grant immediate bonuses as indicated.&lt;br /&gt;
&lt;br /&gt;
=== Attract Fans ===&lt;br /&gt;
&lt;br /&gt;
* Attract Fans of matching colors to your KIKAI in that District and trigger their Effects, one Fan per component, provided that Fan can reach the District through Flyer Droppers.&lt;br /&gt;
* Pay directly 1 Energy per Flyer Dropper used of your opponent’s network.&lt;br /&gt;
* When you attract the last Fan from a Square, immediately place one of your Billboards there and gain both the Billboard bonus and the Square’s VP value. If a player places all six of their Billboards, they immediately win by Instant Media Victory.&lt;br /&gt;
&lt;br /&gt;
=== Host an Exhibition ===&lt;br /&gt;
&lt;br /&gt;
* Present your KIKAI to its Fans by removing all Fans from the chosen District, to gain Energy (equal to the rightmost revealed value on your Energy Track) and advance your Renown marker on the Master’s Track (equal to the sum of the Influence values of the collected Fans), gaining any bonuses passed along the way.&lt;br /&gt;
* You may discard Megaphone tokens to include Fans from other Districts: 1 token for adjacent, 2 for two away, 3 for three away (Diner and Parking are considered adjacent).&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends either immediately by Instant Media Victory or after Round 4.&lt;br /&gt;
Final scoring is as follows, adding:&lt;br /&gt;
&lt;br /&gt;
* VP earned during the game.&lt;br /&gt;
* VP shown on Energy Track.&lt;br /&gt;
* 5 bonus VP for the player who attracted the most Fans (tied = no bonus)&lt;br /&gt;
* 1 VP per 5 Energy&lt;br /&gt;
* 1 VP per 2 Megaphones&lt;br /&gt;
* 1 VP per 2 Ladders&lt;br /&gt;
* Minus VP for any unclaimed Foundation Tiles remaining on the board.&lt;br /&gt;
&lt;br /&gt;
Fans still on the board grant no points.&lt;br /&gt;
&lt;br /&gt;
Highest total VP wins; in case of a tie, the victory is shared.&lt;br /&gt;
&lt;br /&gt;
== Variant ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Mode ===&lt;br /&gt;
&lt;br /&gt;
Advanced Mode uses the reverse sides of the boards and bonus tiles. Setup differs: players gain bonuses from their starting Foundation Tiles instead of discarding them. At the end of each round, Renown determines Energy or token rewards (not VP multipliers). Head Construction Bonuses grant permanent effects instead of immediate VP. Final scoring awards 1 VP per Fan collected and 1 VP per Influence point on each of your tracks (Red, Green, Blue). In case of a tie, the player with the most Red Fans wins; if still tied, start a new game.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=27340</id>
		<title>Gamehelpgalacticcruise</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgalacticcruise&amp;diff=27340"/>
		<updated>2025-11-15T23:22:23Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: small - corrected rule in &amp;#039;Action - Refill agenda cards&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)&lt;br /&gt;
&lt;br /&gt;
== Goal and Summary ==&lt;br /&gt;
&lt;br /&gt;
The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!&lt;br /&gt;
&lt;br /&gt;
On your turn, you&#039;ll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you&#039;re ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.&lt;br /&gt;
&lt;br /&gt;
After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advance on a cruise ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Only applicable if you already launched a ship. (This step usually only happens later in the game.) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move your ship one day forward on the schedule, and do that day:&lt;br /&gt;
&lt;br /&gt;
==== Day in Space ====&lt;br /&gt;
&lt;br /&gt;
If you move to a space symbol, multiply the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.&lt;br /&gt;
&lt;br /&gt;
==== Day at Destination ====&lt;br /&gt;
&lt;br /&gt;
If you land on a orange, purple, or teal space (a planet), you can first optionally deliver your upgrade token to get one of three upgrades at the destination.&lt;br /&gt;
&lt;br /&gt;
You must pay ads for each guest you want to score - 1 ad for each that matches the destination color, and 2 ads for each that doesn&#039;t. &lt;br /&gt;
Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination.&lt;br /&gt;
&lt;br /&gt;
==== Return to Earth ====&lt;br /&gt;
&lt;br /&gt;
On last day on each schedule, guests return to earth (back to the supply), cruise is returned to discard, pilot is return to break room (gets a funding bonus) and ship can be used again.&lt;br /&gt;
&lt;br /&gt;
=== (Option 1) Taking two actions ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker to send to one of the six stations. If it is already has another player&#039;s worker, you can bump it back to that player, giving them a funding bonus. (You can&#039;t bump your own worker though, unless you unlock such upgrade)&lt;br /&gt;
&lt;br /&gt;
You can take two actions (same or different) as follows&lt;br /&gt;
* An action at your building&lt;br /&gt;
* An action at an adjacent building connected by a gear of yours.&lt;br /&gt;
* An action at an adjacent building connected by at least one opponent&#039;s gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)&lt;br /&gt;
&lt;br /&gt;
See the Actions section below for more info on the actions.&lt;br /&gt;
&lt;br /&gt;
=== (Option 2) Call a meeting ===&lt;br /&gt;
The call a meeting option lets you get access to your workers again, they return to break room gaining a funding bonus each. Also you can perform an action to do next to one of your gears.&lt;br /&gt;
&lt;br /&gt;
=== (Option 3) Launch your ship ===&lt;br /&gt;
If you have fulfilled all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the &amp;quot;Advance&amp;quot; part above. &lt;br /&gt;
Note that it will add a cube to the progress track, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
See the Launching your Ship section below for more info&lt;br /&gt;
&lt;br /&gt;
=== (End Of Turn Extra) Check for achievements ===&lt;br /&gt;
&lt;br /&gt;
On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you move a cube to the progress track and uncover a &amp;quot;wing&amp;quot;, which moves everyone closer to the end of game.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
=== Get Resources / Ads ===&lt;br /&gt;
You&#039;ll need resources if you want to launch your ship:&lt;br /&gt;
* 1 food for each guest or pilot on the ship&lt;br /&gt;
* 1 oxygen for each ship segment on the ship&lt;br /&gt;
* 1 fuel for each fuel on the chosen schedule&lt;br /&gt;
&lt;br /&gt;
Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.&lt;br /&gt;
==== Action - Buy resources and ads ====&lt;br /&gt;
May pay 1 money for 2 resources from the supply&lt;br /&gt;
May pay 1 money for 2 ads from the supply&lt;br /&gt;
&lt;br /&gt;
==== Action - Get for free from the silo ====&lt;br /&gt;
May take 3 resources (if available) from the company storehouse (called the silo)&lt;br /&gt;
&lt;br /&gt;
==== Action - Replenish one type of good in the silo ====&lt;br /&gt;
Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Build a ship ===&lt;br /&gt;
&lt;br /&gt;
Each two adjacent ship segments can hold one guest -- for example, a ship with 3 segments can hold 2 guests. Keep in mind the cockpit/engine don&#039;t count as segments.&lt;br /&gt;
&lt;br /&gt;
A ship will need at least one guest (thus at least two segments) to launch.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get a new ship ====&lt;br /&gt;
&lt;br /&gt;
Pick any of the cockpit/engine sets. (Limit 3 ships per player.)&lt;br /&gt;
&lt;br /&gt;
The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn&#039;t ever launched.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get Blueprints ====&lt;br /&gt;
&lt;br /&gt;
Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Build ship segments ====&lt;br /&gt;
&lt;br /&gt;
Pay the build cost to build them to your ship. (They&#039;re worth points at the end of the game.)&lt;br /&gt;
&lt;br /&gt;
=== Schedule/advertise a cruise ===&lt;br /&gt;
&lt;br /&gt;
You must pick the cruise schedule you want to go on as a separate action before launching your ship, though you don&#039;t have to advertise this schedule in advance.&lt;br /&gt;
&lt;br /&gt;
==== Action - Schedule a cruise ====&lt;br /&gt;
&lt;br /&gt;
Move your Consultant to a cruise you want to use when you launch. Note you can&#039;t move this once scheduled and you can only have one cruise scheduled at a time.&lt;br /&gt;
&lt;br /&gt;
You also get a funding bonus and flip that token over. You can&#039;t use that exact funding bonus anymore -- the token will get moved when you launch your ship.&lt;br /&gt;
&lt;br /&gt;
==== Action - Advertise a cruise ====&lt;br /&gt;
&lt;br /&gt;
You can advertise any cruise for which you can pay the ad cost, including ones you haven&#039;t scheduled. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per destination on the cruise, plus an additional reputation if the guest&#039;s color matches a day on the cruise.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades and improvements ===&lt;br /&gt;
&lt;br /&gt;
==== Action - Buy a Development (Gears) ====&lt;br /&gt;
&lt;br /&gt;
To get a technology or improve your network, pay the cost of the leftmost gear in the food, oxygen, or fuel rows -- you can pay for it in money or with the resource the gear started on (money/food for gears in the food row, and so on).&lt;br /&gt;
&lt;br /&gt;
You can move the gear to the network, increasing the action combinations you can do. Or, you can move it below a technology, giving a passive bonus for the game. (Players can also pay 0-2 money to temporarily activate a technology, depending on their reputation.)&lt;br /&gt;
&lt;br /&gt;
At end of game, each column emptied of its gears will score points.&lt;br /&gt;
&lt;br /&gt;
==== Action - Hire an expert worker ====&lt;br /&gt;
&lt;br /&gt;
You can buy one of two expert workers from your board -- each costs 12 Money but can be discounted. The left expert worker costs 3 less for every one-time-use (black) upgrade token you&#039;ve used. The right expert worker costs 2 less for every gear you&#039;ve moved off the food or oxygen rows.&lt;br /&gt;
&lt;br /&gt;
Expert workers have an additional bonus that normal workers don&#039;t -- see the between the buildings on the main board. Also, because you gain the worker to your Break Room, you get also funding bonus as part of the action.&lt;br /&gt;
&lt;br /&gt;
==== Action - Get agenda cards ====&lt;br /&gt;
&lt;br /&gt;
You can get up to two agenda cards from the display, or spend a reputation to get the one discarded (as long as you didn&#039;t play it this turn). Keep in mind the display doesn&#039;t refill automatically.&lt;br /&gt;
&lt;br /&gt;
==== Action - Refill agenda cards ====&lt;br /&gt;
&lt;br /&gt;
First, gain each bonus from the empty card slots in the agenda display. Then discard all remaining agenda cards, and refill the empty spaces in the display.&lt;br /&gt;
&lt;br /&gt;
== Launching your ship ==&lt;br /&gt;
 &lt;br /&gt;
=== Choose a pilot ===&lt;br /&gt;
&lt;br /&gt;
Pick a worker from the Break Room to serve as a pilot for the ship &lt;br /&gt;
&lt;br /&gt;
=== Add guests to the ship ===&lt;br /&gt;
Each guest must be in its own cabin between two ship segments. (This means your ship must have at least two segments.)&lt;br /&gt;
&lt;br /&gt;
Take presold (advertised) guests from the below the schedule, or pay ads to get them from the right side/ supply. Any presold guest you don&#039;t take will cost you 2 reputation.&lt;br /&gt;
&lt;br /&gt;
=== Pay resources ===&lt;br /&gt;
&lt;br /&gt;
Pay resources (1 food per guest/ pilot, 1 oxygen per ship segment, 1 fuel per fuel on the schedule).&lt;br /&gt;
&lt;br /&gt;
=== Start the cruise ===&lt;br /&gt;
Some parts of launch are automated online, such as adding a cube to the progress track, scoring your cockpit, and moving your upgrade token onto the ship (to be delivered to a destination).&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra &amp;quot;continue your cruise&amp;quot; action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
It is actually best to read the real rule book https://boardgamegeek.com/filepage/293417/galactic-cruise-training-manual-rulebook.&lt;br /&gt;
&lt;br /&gt;
There is also FAQ on BGG for unclear moments https://boardgamegeek.com/wiki/page/GalacticCruise_FAQ&lt;br /&gt;
&lt;br /&gt;
== BGA Limitations and special rules ==&lt;br /&gt;
&lt;br /&gt;
=== Resolve Delayed Bump ===&lt;br /&gt;
If your workers were bumped off their stations you can get their Funding bonus before start of your turn (not DURING opponent&#039;s turn)&lt;br /&gt;
&lt;br /&gt;
=== Rachel&#039;s choices ===&lt;br /&gt;
Rachel (solo &amp;quot;Automa&amp;quot;) does not use numbering system on the cards, she uses BGA random number generator&lt;br /&gt;
&lt;br /&gt;
=== Anytime actions ===&lt;br /&gt;
Not all actions can be performed anytime. During early testing a lot of player got into dead lock situation where they played actions that reveal some information which blocks Undo but could not complete other actions (such as payment).&lt;br /&gt;
So we blocked ability to play such actions in the middle of payment or other operations that can fail.&lt;br /&gt;
&lt;br /&gt;
=== Agenda cards with pre-requisites ===&lt;br /&gt;
In real game you can stop game anytime to play agenda card, but BGA game mostly automated, to improve the flow instead of letting you play agenda at any time we inject the game &amp;quot;stops&amp;quot; at the moment that you can possible play that agenda card.&lt;br /&gt;
Since there is not much choice at what to do at these moments - the game just asks if you want to play specific agenda card. As a consequence - you cannot play most of agenda card yourself, it can only be done via such prompt.&lt;br /&gt;
&lt;br /&gt;
Another limitation - If agenda has a prerequisite of a specific action (such as build segments), it has to be in your hand when you select the action otherwise it won&#039;t trigger (i.e. if you pick this card during the action because of some other effects).&lt;br /&gt;
&lt;br /&gt;
=== Agenda: COLLABORATION ===&lt;br /&gt;
1) You can play it at any time to &amp;quot;activate&amp;quot; any discovered technology (such as it has at least one gear)&lt;br /&gt;
2) Gear can be your own&lt;br /&gt;
3) You get money == number of gears and its considered activated till end of turn (as oppose to rules that imply it one time deal)&lt;br /&gt;
&lt;br /&gt;
Original text:&lt;br /&gt;
You may use any Technology once on your turn without paying the players who have a [Development] on it. Gain [1 Money] for each [Development] on that Technology.&lt;br /&gt;
&lt;br /&gt;
Bga &amp;quot;text&amp;quot;:&lt;br /&gt;
You may activate any invented technology without paying for developments to be used until end of your turn. Gain [1 Money] for each [Development] on that Technology.&lt;br /&gt;
&lt;br /&gt;
=== Agenda: STRATEGIC RELATIONSHIP ===&lt;br /&gt;
The text and graphics were adjusted to this rule:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spend 1/2/3 [Reputation] to gain 3/6/9 [Money]&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=26797</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=26797"/>
		<updated>2025-10-10T17:15:56Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: minor formatting edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
* Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pair of Crabs&#039;&#039;&#039;: Take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
* &#039;&#039;&#039;Pair of Boats&#039;&#039;&#039;: Take another turn&lt;br /&gt;
* &#039;&#039;&#039;Pair of Fish&#039;&#039;&#039;: Draw a card from the deck&lt;br /&gt;
* &#039;&#039;&#039;Shark + Swimmer&#039;&#039;&#039;: Steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
Each duo is also worth 1 point, regardless of whether they are played.&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Stop&amp;quot;&#039;&#039;&#039;: Round ends immediately and each player scores their points. No one scores a color bonus.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Last Chance&amp;quot;&#039;&#039;&#039;: Every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
** If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
** If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins. In the case of a tie, the tied player with the highest score in the last round wins. Getting 4 Mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of Cards==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid - 1 point per card of the most plentiful color. The same colour can only be counted once.&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus - Score 0/3/6/9/12 points if you have 1/2/3/4/5 Octopuses.&lt;br /&gt;
* 3 x Penguin - Score 1/3/5 points if you have 1/2/3 Penguins.&lt;br /&gt;
* 2 x Sailor - Score 0/5 points if you have 1/2 Sailors.&lt;br /&gt;
* 1 x Lighthouse - 1 point per Boat.&lt;br /&gt;
* 1 x Shoal of Fish - 1 point per Fish.&lt;br /&gt;
* 1 x Penguin Colony - 2 points per Penguin.&lt;br /&gt;
* 1 x Captain - 3 points per Sailor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Extra Salt Expansion===&lt;br /&gt;
5 new card types:&lt;br /&gt;
&lt;br /&gt;
* 2 x Jellyfish - Can form a duo with Swimmer: Other players can only draw one card from the deck on their next turn, without playing duos or calling.&lt;br /&gt;
* 1 x Lobster - Can form a duo with Crab: Take a card of your choice from the first 5 cards of the deck and return the rest back.&lt;br /&gt;
* 1 x Cast of Crabs - 1 point per Crab.&lt;br /&gt;
* 3 x Starfish - Can form a trio with any duo: +2 points but cancel the duo&#039;s effect. &lt;br /&gt;
* 1 x Seahorse - Count as 1 collector card (Octopus, Shell, Penguin or Sailor). At least 1 of the collection is needed to trigger this effect.&lt;br /&gt;
&lt;br /&gt;
===Double Points===&lt;br /&gt;
Double the points needed for ending the game.&lt;br /&gt;
&lt;br /&gt;
===Extra Pepper Expansion===&lt;br /&gt;
&lt;br /&gt;
Adds 12 event cards. These change the rules of the game from round to round.&lt;br /&gt;
The event card revealed at the start of a round, applies to &#039;&#039;all&#039;&#039; players during that round.&lt;br /&gt;
&lt;br /&gt;
At the end of a round, after scoring, the event card is awarded to the player with the highest (trophy with &#039;+&#039;) or lowest (trophy with &#039;-&#039;) total score, and the player places the card in front of them. The effect then applies &#039;&#039;only to them&#039;&#039;. In case of a tie, the card is discarded.&lt;br /&gt;
The player keeps the events card as long as they have the highest/lowest total score at the end of a round. A player cannot keep more than one event card, they choose which one to keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Duo Effects&#039;&#039;&#039;&lt;br /&gt;
* - Hermit Crab (shows 2 crabs): Pair of crabs lets you take one card from each discard pile.&lt;br /&gt;
* - Sunfish (shows 2 fish): Pair of fish lets you add the first two cards from the deck to your hand.&lt;br /&gt;
* - Water Rodeo (shows 2 swimmers and 2 sharks): Pair of swimmers lets you look at an opponent’s hand, then swap one card with them. Pair of sharks lets you steal a played pair from an opponent and place it in front of you (without triggering its effect). Note: Shark + Swimmer and Swimmer + Jellyfish duos remain valid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Point Values&#039;&#039;&#039;&lt;br /&gt;
* - Dance of the Shells (shows &#039;&#039;only&#039;&#039; a shell): Each shell scores 2 points.&lt;br /&gt;
* - Kraken (shows an octopus): Each octopus scores 1 point.&lt;br /&gt;
* - Tornado (shows 0 / + (in colorful circle), x4 = trophy): Mermaids do not score points, but collecting all 4 still wins instantly.&lt;br /&gt;
* - Dance of the Mermaids (shows 1 / + (in colorful circle), x3 = trophy): Having 3 mermaids (instead of 4) wins instantly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Rules&#039;&#039;&#039;&lt;br /&gt;
* - Treasure Chest (shows hexagon with the number 10): You must reach 10 points (instead of 7) to end the round.&lt;br /&gt;
* - Diodon Fish (show hexagon with &#039;not allowed&#039; sign): You cannot end the round with &#039;Stop&#039;, only &#039;Last Chance&#039; is allowed.&lt;br /&gt;
* - Angelfish (shows two piles with &#039;=&#039;-sign in colorful circle): At the end of your turn, if both discard piles show a card of the same color, take one of them into your hand.&lt;br /&gt;
* - Dolphins (shows a blank with a &#039;?&#039;, and a pile with a downward facing arrow above it): If you discard a collection card (Shell, Octopus, Penguin, Sailor, or Seahorse), draw the top card of the deck into your hand.&lt;br /&gt;
* - Coral Reef (shows a shell with a downward facing arrow below it): You may place a shell face down in front of you to become immune to attacks. That shell scores no points.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkikaibricolageheads&amp;diff=26796</id>
		<title>Gamehelpkikaibricolageheads</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkikaibricolageheads&amp;diff=26796"/>
		<updated>2025-10-10T17:06:43Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: Added game rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KIKAI – Bricolage Heads is a two-player strategy game in which players compete to build creations (KIKAI) from recycled parts across six districts. Players earn Victory Points by building components, attracting Fans, gaining Influence, and hosting Exhibitions. &lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points (VP) after four rounds wins the game, unless one player achieves an Instant Media Victory by placing all six of their billboards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;These rules describe the Standard game. Differences for Advanced Mode are listed at the end.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
&lt;br /&gt;
The Yellow player begins. Players alternate turns until both have taken the number of turns shown on their Player Board for that round (5 or 6 turns depending on the round). When a round ends, victory points are granted based on a players Renown on the Master’s Board, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
The game ends after Round 4 or immediately upon a Media Victory.&lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
Each turn, a player:&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;Plays one District Card from their hand&#039;&#039;&#039;, which determines the District in which the player will act. Alternatively, play two identical District Cards together to perform an action in any District. Cards are placed in the current turn column of their Player Board.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;Performs one of four actions&#039;&#039;&#039; (discussed below) in that District:&lt;br /&gt;
* Build a KIKAI Component&lt;br /&gt;
* Deploy Flyer Droppers&lt;br /&gt;
* Attract Fans&lt;br /&gt;
* Host an Exhibition&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;: discard 1 Megaphone token to play another District Card (or two identical) and perform a second action.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Draws one new District Card&#039;&#039;&#039;, either one of the two visible cards or the top card of the deck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;: discard any number of Ladder tokens to draw that many additional cards from the top of the deck.&lt;br /&gt;
&lt;br /&gt;
=== End of a Round ===&lt;br /&gt;
&lt;br /&gt;
All District Cards played are collected and reshuffled, then placed beneath the draw pile.&lt;br /&gt;
&lt;br /&gt;
On the Master’s Board, each player gains VP according to their Renown position multiplied by the round’s VP multiplier (×4, ×3, or ×2 as indicated). Renown markers are reset to &#039;Start&#039;.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Build a KIKAI Component ===&lt;br /&gt;
&lt;br /&gt;
* Build one component (Foot, Body, or Head) in the District matching your played card by paying its Energy cost and gaining Influence (1 for a Foot, 2 for a Body if a Ladder is placed, 3 for a Head if 2 Ladders are placed).&lt;br /&gt;
* A new component of that type is immediately revealed.&lt;br /&gt;
* The first to build a Head in a District, claims its Construction Bonus and applies the immediate VP reward.&lt;br /&gt;
&lt;br /&gt;
=== Deploy Flyer Droppers ===&lt;br /&gt;
&lt;br /&gt;
* Deploy Flyer Droppers from your Energy Track onto the streets (white squares) starting from the chosen District, at 2 Energy cost per Flyer Dropper.&lt;br /&gt;
* Deployment must start from or extend your existing network from that District. Networks do not pass through a District.&lt;br /&gt;
* Some Energy-Track spaces and street spaces grant immediate bonuses as indicated.&lt;br /&gt;
&lt;br /&gt;
=== Attract Fans ===&lt;br /&gt;
&lt;br /&gt;
* Attract Fans of matching colors to your KIKAI in that District and trigger their Effects, one Fan per component, provided that Fan can reach the District through Flyer Droppers.&lt;br /&gt;
* Pay directly 1 Energy per Flyer Dropper used of your opponent’s network.&lt;br /&gt;
* When you attract the last Fan from a Square, immediately place one of your Billboards there and gain both the Billboard bonus and the Square’s VP value. If a player places all six of their Billboards, they immediately win by Instant Media Victory.&lt;br /&gt;
&lt;br /&gt;
=== Host an Exhibition ===&lt;br /&gt;
&lt;br /&gt;
* Present your KIKAI to its Fans by removing all Fans from the chosen District, to gain Energy (equal to the rightmost revealed value on your Energy Track) and advance your Renown marker on the Master’s Track (equal to the sum of the Influence values of the collected Fans), gaining any bonuses passed along the way.&lt;br /&gt;
* You may discard Megaphone tokens to include Fans from other Districts: 1 token for adjacent, 2 for two away, 3 for three away (Diner and Parking are considered adjacent).&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends either immediately by Instant Media Victory or after Round 4.&lt;br /&gt;
Final scoring is as follows, adding:&lt;br /&gt;
&lt;br /&gt;
* VP earned during the game.&lt;br /&gt;
* VP shown on Energy Track.&lt;br /&gt;
* 5 bonus VP for the player who attracted the most Fans (tied = no bonus)&lt;br /&gt;
* 1 VP per 5 Energy&lt;br /&gt;
* 1 VP per 2 Megaphones&lt;br /&gt;
* 1 VP per 2 Ladders&lt;br /&gt;
* Minus VP for any unclaimed Foundation Tiles remaining on the board.&lt;br /&gt;
&lt;br /&gt;
Fans still on the board grant no points.&lt;br /&gt;
&lt;br /&gt;
Highest total VP wins; in case of a tie, the victory is shared.&lt;br /&gt;
&lt;br /&gt;
== Variant ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Mode ===&lt;br /&gt;
&lt;br /&gt;
Advanced Mode uses the reverse sides of the boards and bonus tiles. Setup differs: players gain bonuses from their starting Foundation Tiles instead of discarding them. At the end of each round, Renown determines Energy or token rewards (not VP multipliers). Head Construction Bonuses grant permanent effects instead of immediate VP. Final scoring awards 1 VP per Fan collected and 1 VP per Influence point on each of your tracks (Red, Green, Blue). In case of a tie, the player with the most Red Fans wins; if still tied, start a new game.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=26586</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=26586"/>
		<updated>2025-09-25T20:13:27Z</updated>

		<summary type="html">&lt;p&gt;Sandra vW: Added rules of Extra Pepper Expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
* Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pair of Crabs&#039;&#039;&#039;: Take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
* &#039;&#039;&#039;Pair of Boats&#039;&#039;&#039;: Take another turn&lt;br /&gt;
* &#039;&#039;&#039;Pair of Fish&#039;&#039;&#039;: Draw a card from the deck&lt;br /&gt;
* &#039;&#039;&#039;Shark + Swimmer&#039;&#039;&#039;: Steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
Each duo is also worth 1 point, regardless of whether they are played.&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Stop&amp;quot;&#039;&#039;&#039;: Round ends immediately and each player scores their points. No one scores a color bonus.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Last Chance&amp;quot;&#039;&#039;&#039;: Every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
** If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
** If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins. In the case of a tie, the tied player with the highest score in the last round wins. Getting 4 Mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of Cards==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid - 1 point per card of the most plentiful color. The same colour can only be counted once.&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus - Score 0/3/6/9/12 points if you have 1/2/3/4/5 Octopuses.&lt;br /&gt;
* 3 x Penguin - Score 1/3/5 points if you have 1/2/3 Penguins.&lt;br /&gt;
* 2 x Sailor - Score 0/5 points if you have 1/2 Sailors.&lt;br /&gt;
* 1 x Lighthouse - 1 point per Boat.&lt;br /&gt;
* 1 x Shoal of Fish - 1 point per Fish.&lt;br /&gt;
* 1 x Penguin Colony - 2 points per Penguin.&lt;br /&gt;
* 1 x Captain - 3 points per Sailor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Extra Salt Expansion===&lt;br /&gt;
5 new card types:&lt;br /&gt;
&lt;br /&gt;
* 2 x Jellyfish - Can form a duo with Swimmer: Other players can only draw one card from the deck on their next turn, without playing duos or calling.&lt;br /&gt;
* 1 x Lobster - Can form a duo with Crab: Take a card of your choice from the first 5 cards of the deck and return the rest back.&lt;br /&gt;
* 1 x Cast of Crabs - 1 point per Crab.&lt;br /&gt;
* 3 x Starfish - Can form a trio with any duo: +2 points but cancel the duo&#039;s effect. &lt;br /&gt;
* 1 x Seahorse - Count as 1 collector card (Octopus, Shell, Penguin or Sailor). At least 1 of the collection is needed to trigger this effect.&lt;br /&gt;
&lt;br /&gt;
===Double Points===&lt;br /&gt;
Double the points needed for ending the game.&lt;br /&gt;
&lt;br /&gt;
===Extra Pepper Expansion===&lt;br /&gt;
&lt;br /&gt;
Adds 12 event cards. These change the rules of the game from round to round.&lt;br /&gt;
The event card revealed at the start of a round, applies to &#039;&#039;all&#039;&#039; players during that round.&lt;br /&gt;
&lt;br /&gt;
At the end of a round, after scoring, the event card is awarded to the player with the highest (trophy with &#039;+&#039;) or lowest (trophy with &#039;-&#039;) total score, and the player places the card in front of them. The effect then applies &#039;&#039;only to them&#039;&#039;. In case of a tie, the card is discarded.&lt;br /&gt;
The player keeps the events card as long as they have the highest/lowest total score at the end of a round. A player cannot keep more than one event card, they choose which one to keep.&lt;br /&gt;
&lt;br /&gt;
Changes to Duo Effects&lt;br /&gt;
* Hermit Crab (shows 2 crabs): Pair of crabs lets you take one card from each discard pile.&lt;br /&gt;
* Sunfish (shows 2 fish): Pair of fish lets you add the first two cards from the deck to your hand.&lt;br /&gt;
* Water Rodeo (shows 2 swimmers and 2 sharks): Pair of swimmers lets you look at an opponent’s hand, then swap one card with them. Pair of sharks lets you steal a played pair from an opponent and place it in front of you (without triggering its effect). Note: Shark + Swimmer and Swimmer + Jellyfish duos remain valid.&lt;br /&gt;
&lt;br /&gt;
Changes to Point Values&lt;br /&gt;
* Dance of the Shells (shows &#039;&#039;only&#039;&#039; a shell): Each shell scores 2 points.&lt;br /&gt;
* Kraken (shows an octopus): Each octopus scores 1 point.&lt;br /&gt;
* Tornado (shows 0 / + (in colorful circle), x4 = trophy): Mermaids do not score points, but collecting all 4 still wins instantly.&lt;br /&gt;
* Dance of the Mermaids (shows 1 / + (in colorful circle), x3 = trophy): Having 3 mermaids (instead of 4) wins instantly.&lt;br /&gt;
&lt;br /&gt;
Changes to Rules&lt;br /&gt;
* Treasure Chest (shows hexagon with the number 10): You must reach 10 points (instead of 7) to end the round.&lt;br /&gt;
* Diodon Fish (show hexagon with &#039;not allowed&#039; sign): You cannot end the round with &#039;Stop&#039;, only &#039;Last Chance&#039; is allowed.&lt;br /&gt;
* Angelfish (shows two piles with &#039;=&#039;-sign in colorful circle): At the end of your turn, if both discard piles show a card of the same color, take one of them into your hand.&lt;br /&gt;
* Dolphins (shows a blank with a &#039;?&#039;, and a pile with a downward facing arrow above it): If you discard a collection card (Shell, Octopus, Penguin, Sailor, or Seahorse), draw the top card of the deck into your hand.&lt;br /&gt;
* Coral Reef (shows a shell with a downward facing arrow below it): You may place a shell face down in front of you to become immune to attacks. That shell scores no points.&lt;/div&gt;</summary>
		<author><name>Sandra vW</name></author>
	</entry>
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