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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Senatorhung</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Senatorhung"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Senatorhung"/>
	<updated>2026-09-16T01:35:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=13217</id>
		<title>Gamehelporigin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=13217"/>
		<updated>2022-05-16T09:20:34Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Completing objectives ===&lt;br /&gt;
&lt;br /&gt;
* A player can only complete 1 objective at any time during each of their turns (until the final turn).&lt;br /&gt;
* They may do so if their objective card is matched by the conditions on the board at that time.&lt;br /&gt;
* Once an objective card is played, it is immediately replaced (if possible) with another objective card from the purple deck.&lt;br /&gt;
* A completed objective is never lost.  &lt;br /&gt;
* Beware .. there are certain cards which will allow opponents to steal cards from your hand, or specific items from your collection&lt;br /&gt;
** &#039;&#039;Hunting tokens can not be stolen.&#039;&#039;&lt;br /&gt;
* Each player can have a maximum of 2 objective cards in hand&lt;br /&gt;
** &#039;&#039;Except for the player who finds and plays a specific card to be able to hold 3&#039;&#039;&lt;br /&gt;
** Any objective cards above the hand limit must be returned to the purple deck.&lt;br /&gt;
&lt;br /&gt;
=== List of 20 objectives ===&lt;br /&gt;
&lt;br /&gt;
==== I. Territory Objectives (4 total) ====&lt;br /&gt;
&lt;br /&gt;
* You must have a certain number of your pawns on territories of a specified colour:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
! # Pawns !! Territory colour !! Points&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Green&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Brown&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Orange&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Yellow&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== II. 3-Territory Continental Objectives (6 total) ====&lt;br /&gt;
&lt;br /&gt;
* You must have 3 of your pawns on territories of the specified continent:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
! # Pawns !! Continent !! Points&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Africa&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Eurasia&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Oceania&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|South America&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|North America&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Antarctica&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== III. 4-Territory Continental Objectives (3 total) ====&lt;br /&gt;
&lt;br /&gt;
You must have 4 of your pawns in the specified territorial configuration:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
! # Pawns !! Territorial configuration !! Points&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 adjacent territories, 1 continent&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 adjacent territories, 2 continents&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 territories, 4 continents&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== IV. Pawn Objectives (3 total) ====&lt;br /&gt;
&lt;br /&gt;
* Your evolved pawns on the board must meet these characteristics:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
! # Pawns !! Attributes !! Points&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|strongest strength (any colour / height)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|tallest height (any colour / strength)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|each of 3 different colours (2 white, 2 brown, 2 black)&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== V. Innovation Objectives (3 total) ====&lt;br /&gt;
&lt;br /&gt;
* Your current collection of innovation tiles must contain: &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
! # Innovation tiles !! Level !! Points&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== VI. Strait Objective (1 total) ====&lt;br /&gt;
&lt;br /&gt;
Your current collection of strait tokens must contain: &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
! # Strait tokens !! Points&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3635</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3635"/>
		<updated>2019-10-21T11:17:55Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology (feel free to come up with something better) starting at the top: &lt;br /&gt;
  solo eats 4line (longline ?)&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats curl&lt;br /&gt;
  curl eats hockey&lt;br /&gt;
  hockey eats thumb&lt;br /&gt;
  thumb eats triangle&lt;br /&gt;
  triangle eats 3line (tripline ?)&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3634</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3634"/>
		<updated>2019-10-21T11:16:28Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology starting at the top: &lt;br /&gt;
  solo eats 4line (longline ?)&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats curl&lt;br /&gt;
  curl eats hockey&lt;br /&gt;
  hockey eats thumb&lt;br /&gt;
  thumb eats triangle&lt;br /&gt;
  triangle eats 3line (tripline ?)&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3633</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3633"/>
		<updated>2019-10-21T11:16:05Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology starting at the top: &lt;br /&gt;
  solo eats 4line&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats curl&lt;br /&gt;
  curl eats hockey&lt;br /&gt;
  hockey eats thumb&lt;br /&gt;
  thumb eats triangle&lt;br /&gt;
  triangle eats 3line (tripline ?)&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3632</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3632"/>
		<updated>2019-10-21T11:14:32Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology starting at the top: &lt;br /&gt;
  solo eats 4line&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats curl&lt;br /&gt;
  curl eats hockey&lt;br /&gt;
  hockey eats thumb&lt;br /&gt;
  thumb eats tri&lt;br /&gt;
  tri eats 3line&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3631</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3631"/>
		<updated>2019-10-21T11:13:59Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology starting at the top: &lt;br /&gt;
  solo eats 4line&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats wrap&lt;br /&gt;
  wrap eats hockey&lt;br /&gt;
  hockey eats thumb&lt;br /&gt;
  thumb eats tri&lt;br /&gt;
  tri eats 3line&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3630</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3630"/>
		<updated>2019-10-21T11:12:28Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology starting at the top: &lt;br /&gt;
  solo eats 4line&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats curl&lt;br /&gt;
  curl eats hockey&lt;br /&gt;
  hockey eats thumb&lt;br /&gt;
  thumb eats tri&lt;br /&gt;
  tri eats 3line&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3629</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3629"/>
		<updated>2019-10-21T11:10:48Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology starting at the top: &lt;br /&gt;
  solo eats 4line&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats curl&lt;br /&gt;
  curl eats hook&lt;br /&gt;
  hook eats thumb&lt;br /&gt;
  thumb eats tri&lt;br /&gt;
  tri eats 3line&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3628</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3628"/>
		<updated>2019-10-21T11:09:52Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternatively place one token of their color on the board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
sample terminology starting at the top: &lt;br /&gt;
  solo eats 4line&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats hut / C&lt;br /&gt;
  hut / C eats L&lt;br /&gt;
  L eats thumb&lt;br /&gt;
  thumb eats tri&lt;br /&gt;
  tri eats 3line&lt;br /&gt;
  3line eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Prédation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You can &#039;&#039;&#039;NOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territoiry will limit your possible moves&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpruhr&amp;diff=3495</id>
		<title>Gamehelpruhr</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpruhr&amp;diff=3495"/>
		<updated>2019-06-15T12:32:54Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: Created page with &amp;quot;Note regarding Merchant:  As discussed on the bug forum, the Merchant is ONLY activated when a development cube is awarded.  A development cube is ONLY provided (at the cost o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note regarding Merchant:&lt;br /&gt;
&lt;br /&gt;
As discussed on the bug forum, the Merchant is ONLY activated when a development cube is awarded.  A development cube is ONLY provided (at the cost of 1 thaler) if you deliver to a location that has an empty development field.  A development cube is NOT awarded if you deliver to a location that has no empty development fields - in that case, you keep the 1 thaler, and the Merchant ability is NOT available to activate.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=3482</id>
		<title>Gamehelpwerewolves</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=3482"/>
		<updated>2019-05-29T19:04:21Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: Created page with &amp;quot;Village expansion explanation via sean johnson: https://boardgamegeek.com/thread/628194/village-was-nice-place-live-until-werewolves-showe  The most common building are the fa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Village expansion explanation via sean johnson: https://boardgamegeek.com/thread/628194/village-was-nice-place-live-until-werewolves-showe&lt;br /&gt;
&lt;br /&gt;
The most common building are the farmhouses. The farmers elect a sheriff from among the other farmers and the sheriff gets two votes during the end of the day phase. Many of the other village pieces come into varieties: Persistent Powers and one time use powers. Some examples of persistent powers are the School marm, the bailiff, and the barkeep. The School marm gets to pick two people who are not allowed to vote. When the occupant of a building is killed, the bailiff gets to give the building to one of the homeless players. The barkeep is an unique ability. The barkeep is so popular that he can not be eaten by the werewolves or lynched by the mob, as long as he maintains his popularity. To maintain popularity the barkeep can not vote with the majority that gets someone lynched. However, the bar keep must always cast their vote first. &lt;br /&gt;
&lt;br /&gt;
The one time use powers, can obviously only be used once. If a power is used, and the bailiff later assigns that building to a new person the power comes back. Some examples of these powers are the Lord and barber. Because of ancient feudal privilege, the Lord may use his token to pardon one person who is about to be lynched (including themselves). If this is used then no one is executed by the village for that round. The barber has the ability to do some vigilante justice by having a shave come a little to close. The barber can turn his token and pick one other player to kill. If the Barber kills a werewolf in this way, then they are a hero and there is no lynching that round. If he is wrong and kills an innocent, than the village automatically lynches the barber. There are a few other buildings with persistent and single use abilities, but there is already a description of those on the main entry page for the game.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3368</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3368"/>
		<updated>2019-02-21T12:58:11Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. &lt;br /&gt;
* the centre of the bridge must be over water (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* each tile can have a maximum of one bridge connection&lt;br /&gt;
* bridges may not cross each other&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges.  Thus, the game will only end when a player has fewer than two valid squares available for tiles.&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;125&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 66&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 78&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3367</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3367"/>
		<updated>2019-02-21T12:52:36Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. &lt;br /&gt;
* the centre of the bridge must be over water (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* each tile can have a maximum of one bridge connection&lt;br /&gt;
* bridges may not cross each other&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges.  Thus, the game will only end when a player has fewer than two valid squares available for tiles.&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;125&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3366</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3366"/>
		<updated>2019-02-21T12:52:01Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Each Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. &lt;br /&gt;
* the centre of the bridge must be over water (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* each tile can have a maximum of one bridge connection&lt;br /&gt;
* bridges may not cross each other&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges.  Thus, the game will only end when a player has fewer than two valid squares available for tiles.&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3365</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3365"/>
		<updated>2019-02-21T12:51:34Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Each Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island (or sandbank !) of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. &lt;br /&gt;
* the centre of the bridge must be over water (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* each tile can have a maximum of one bridge connection&lt;br /&gt;
* bridges may not cross each other&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; unlike the printed rules, in the BGA implementation, there is an infinite supply of tiles and bridges.  Thus, the game will only end when a player has fewer than two valid squares available for tiles.&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3329</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3329"/>
		<updated>2019-01-15T19:40:45Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Each Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. &lt;br /&gt;
* the centre of the bridge must be over water (knight&#039;s bridge needs both water spaces), not a tile&lt;br /&gt;
* each tile can have a maximum of one bridge connection&lt;br /&gt;
* bridges may not cross each other&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3328</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3328"/>
		<updated>2019-01-15T19:38:55Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Each Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. &lt;br /&gt;
* the centre of the bridge must be over water, not any tile (knight&#039;s move bridge goes over 2 water spaces)&lt;br /&gt;
* each tile can have a maximum of one bridge connection&lt;br /&gt;
* bridges may not cross each other&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3327</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3327"/>
		<updated>2019-01-15T19:36:04Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Each Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. &lt;br /&gt;
* The centre of the bridge must be over water, not any tile&lt;br /&gt;
* Only one bridge can begin or end on any tile&lt;br /&gt;
* Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3326</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3326"/>
		<updated>2019-01-15T19:35:30Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Each Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either: (i) two tiles of their own colour, OR (ii) one bridge.&lt;br /&gt;
&lt;br /&gt;
(i) Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
(ii) A bridge can be placed between two tiles of the player&#039;s colour (islands OR sandbars) that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3324</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3324"/>
		<updated>2019-01-14T19:05:01Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either two tiles of their own colour, or one bridge.&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between two tiles of the player&#039;s colour that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3323</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3323"/>
		<updated>2019-01-14T18:54:51Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either two tiles of their own colour, or one bridge.&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between two tiles of the player&#039;s colour that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;175&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3322</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3322"/>
		<updated>2019-01-14T18:31:09Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either two tiles of their own colour, or one bridge.&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between two tiles of the player&#039;s colour that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot; borders=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3321</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3321"/>
		<updated>2019-01-14T18:30:14Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either two tiles of their own colour, or one bridge.&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between two tiles of the player&#039;s colour that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3320</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3320"/>
		<updated>2019-01-14T18:30:00Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either two tiles of their own colour, or one bridge.&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between two tiles of the player&#039;s colour that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3319</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3319"/>
		<updated>2019-01-14T18:29:35Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either two tiles of their own colour, or one bridge.&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between two tiles of the player&#039;s colour that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3318</id>
		<title>Gamehelppontedeldiavolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppontedeldiavolo&amp;diff=3318"/>
		<updated>2019-01-14T17:58:44Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The object of the game is to form groups of islands linked by bridges. An island is exactly four orthogonally adjacent tiles of your own colour. Any fewer adjacent tiles are a sandbank. &lt;br /&gt;
&lt;br /&gt;
== Game start ==&lt;br /&gt;
&lt;br /&gt;
The first player places two light tiles anywhere on the board. They may be adjacent or separate.&lt;br /&gt;
&lt;br /&gt;
The second player chooses either to adopt this move and play using the light tiles, or to place two dark tiles and play using those.&lt;br /&gt;
&lt;br /&gt;
== Each Turn ==&lt;br /&gt;
&lt;br /&gt;
Each player takes turns to place either two tiles of their own colour, or one bridge.&lt;br /&gt;
&lt;br /&gt;
Tiles can be placed anywhere on the board, either adjacently or separately, provided that:&lt;br /&gt;
* they are not placed under bridges&lt;br /&gt;
* no tile is adjacent to an island of the same colour, even diagonally&lt;br /&gt;
&lt;br /&gt;
A bridge can be placed between two tiles of the player&#039;s colour that are two spaces from each other orthogonally or diagonally, or at a knight&#039;s move. The centre of the bridge must be over water, not any tile. Only one bridge can begin or end on any tile. Bridges may not cross each other.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end is triggered when either player is unable to place two tiles and chooses not to (or is unable to) place a bridge. (The player using dark tiles gets opportunity to take an equal number of turns).&lt;br /&gt;
&lt;br /&gt;
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Number of connected islands&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Score&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the player with the most islands is the winner. If still tied, then the player with the most bridges is the winner.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=3121</id>
		<title>Gamehelpbuttons</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=3121"/>
		<updated>2018-08-11T04:51:53Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: Created page with &amp;quot;The object of the game is to be the player who can connect a line of 5 stars horizontally or vertically (not diagonally).  The game end is also triggered when a player reaches...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to be the player who can connect a line of 5 stars horizontally or vertically (not diagonally).  The game end is also triggered when a player reaches 12 stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each turn&#039;&#039;&#039;:&lt;br /&gt;
Each player begins with one designated bonus colour (or 2 colours for 2 player games) and an individual player board (all different).  The player with the red colour button rolls first.  There is one white die with gold pips, and 5 black dice, one with a gold pip.  The player who rolled chooses a combination of the white die and one of the black die.  Where those intersect on their board, they can place a button from the supply.  The other players have the OPTION to use the combination of the white die and the black die with the gold pip.&lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Each button you place on the board &#039;blocks&#039; horizontally and vertically adjacent locations from being available for buttons on future turns during the round.  Thus, the more buttons you have, the more locations are blocked for placement.  &lt;br /&gt;
&lt;br /&gt;
Once every player has made their placement decisions, the dice are handed to the next player to roll.  The player can choose to either roll OR, if they have placed at least one button on their board, they can choose to opt out.  &lt;br /&gt;
&lt;br /&gt;
(1) If a player rolls the dice, they MUST place a button on an eligible intersection.  If they are unable to do so, they bust out, and all the buttons they have placed so far are returned to the supply.  The player also takes one of the black dice (without the gold pips) until the end of the round.  Any remaining players will have 1 less black die available to roll.&lt;br /&gt;
&lt;br /&gt;
(2) When a player opts out, they will get 1 star at the end of the round.  The player who opts out also takes one of the black dice (without the gold pips) until the end of the round.  Any remaining players will have 1 less black die available to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of each round&#039;&#039;&#039;:&lt;br /&gt;
When all of the players have either busted out or opted out, stars are awarded from the supply.&lt;br /&gt;
&lt;br /&gt;
(1) A star is awarded for successfully opting out&lt;br /&gt;
&lt;br /&gt;
(2) A star is awarded for each set of 3 of a single colour that you covered with buttons during your turn&lt;br /&gt;
&lt;br /&gt;
(3) A bonus star is awarded for each set of 3 of your bonus colour that you covered with buttons during your turn&lt;br /&gt;
&lt;br /&gt;
Stars can be placed to replace any of the buttons placed during this round.  After stars are placed, any remaining buttons are returned to the supply.  Each player transfers their designated bonus colour tokens to the next player.  The player that now has the red bonus token starts the subsequent round.  &lt;br /&gt;
&lt;br /&gt;
Players will roll as they did during the first round, with the same button placement restrictions.  You will be able to place new buttons adjacent to stars.  However, you can not place buttons on top of stars.  &lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Since there is only a single white die, aiming to make a horizontal line can set you up for more frequent bust outs compared to vertical lines.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Winning the Game&#039;&#039;&#039;:&lt;br /&gt;
The game ends when a player connects a line of 5 stars horizontally or vertically (not diagonally).  If 2 or more players connect a line of 5 stars at the end of the same round, the player with the most stars wins the tie.breaker.  There is no further tie.break.&lt;br /&gt;
&lt;br /&gt;
If no one connects a line of 5 stars, a player who places 12 stars triggers the end of the game.  The player with the most stars wins the game.  There is no further tie.break.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=2928</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=2928"/>
		<updated>2018-03-06T07:55:43Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* The golden rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can hover on the memo to have a reminder of the actions and keywords.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gather the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the first edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistant with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Beginning of the game==&lt;br /&gt;
At the beginning of the game you have two cards of age 1 in your hand. You choose one to meld immediately and keep the other in your hand. The player who melded the first card in English alphabetical order plays first.&lt;br /&gt;
The first player gets only one action to start with, so does the second player in a four player game. After that, everybody gets two actions on their turn.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Except for the starting player on the first turn of the game, you must take two actions each turn.&lt;br /&gt;
There are 4 possible actions. It is possible to select the same action twice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAW:&#039;&#039;&#039; take a card of value equal to the highest top card on your board from the supply deck. If this deck is empty draw from the next available higher deck. This rule for drawing is also applicable for any effect with the &amp;quot;draw&amp;quot; keyword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELD:&#039;&#039;&#039; play a card from your hand to your board. It is played on the existing stack on the same color if it exists, otherwise this card starts a new one. Continue any splay if present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOGMA:&#039;&#039;&#039; each opponent with fewer of the feature icon (visible on their board) than you must execute the I demand effects. Each opponent with at least as many of the feature shares the non-demand effects. Effects are executed clockwise, finishing with you. If sharing an effect with one or several opponents has had ANY consequence on the game situation, take a single free Draw action at the end of your dogma action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACHIEVE:&#039;&#039;&#039; You can take an action to claim any available age achievement if you have at least 5 times the value of that age in your score pile AND a top card on your board of equal or higher value. For example to achieve age 1 you need 5 points and any card on your board. To achieve age 2, 10 points and at least a 2 as a top card and so on... Points are kept, not spent. Special achievements does not require any action to claim them and are won AS SOON AS the conditions are met.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
The game can end in three ways.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY ACHIEVEMENTS:&#039;&#039;&#039; The game ends IMMEDIATELY (even inside a dogma effect) when a player got a required number of achievements:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;2 players:&#039;&#039; 6 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;3 players:&#039;&#039; 5 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players:&#039;&#039; 4 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players &#039;&#039;&#039;(team game variant)&#039;&#039;&#039;:&#039;&#039; 6 achievements combined by the teammates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY SCORE:&#039;&#039;&#039; This happens if someone tries to draw an 11 or higher. The game end IMMEDIATELY (even inside a dogma effect). The winner is the player who has the greater score in his score pile. The number of achievements is only a tie-breaker. If still tied, the concerned players both win. In a team game, the teammates combine their score. If tied, they combine their achievements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY DOGMA:&#039;&#039;&#039; Some dogma effects of a few cards awards a win if some conditions are met. If more than one player are eligible (except teammates in a team game), the game continues.&lt;br /&gt;
&lt;br /&gt;
==The golden rule==&lt;br /&gt;
&#039;&#039;&#039;Do as many as you can and ignore the rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule will help you to leverage ambiguities.&lt;br /&gt;
&lt;br /&gt;
This has many consequences:&lt;br /&gt;
&lt;br /&gt;
-Exchanges do not need to be symmetrical. According to the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 card with 10...&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have enough cards to fulfill the effect requirement, you can process all the cards that you do have.&lt;br /&gt;
&lt;br /&gt;
-However, if a &amp;quot;you may effect&amp;quot; requires you to return 3 cards to trigger an effect, and you have less than 3 cards, you have to pass.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=2927</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=2927"/>
		<updated>2018-03-06T07:49:40Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can hover on the memo to have a reminder of the actions and keywords.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gather the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the first edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistant with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Beginning of the game==&lt;br /&gt;
At the beginning of the game you have two cards of age 1 in your hand. You choose one to meld immediately and keep the other in your hand. The player who melded the first card in English alphabetical order plays first.&lt;br /&gt;
The first player gets only one action to start with, so does the second player in a four player game. After that, everybody gets two actions on their turn.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Except for the starting player on the first turn of the game, you must take two actions each turn.&lt;br /&gt;
There are 4 possible actions. It is possible to select the same action twice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAW:&#039;&#039;&#039; take a card of value equal to the highest top card on your board from the supply deck. If this deck is empty draw from the next available higher deck. This rule for drawing is also applicable for any effect with the &amp;quot;draw&amp;quot; keyword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELD:&#039;&#039;&#039; play a card from your hand to your board. It is played on the existing stack on the same color if it exists, otherwise this card starts a new one. Continue any splay if present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOGMA:&#039;&#039;&#039; each opponent with fewer of the feature icon (visible on their board) than you must execute the I demand effects. Each opponent with at least as many of the feature shares the non-demand effects. Effects are executed clockwise, finishing with you. If sharing an effect with one or several opponents has had ANY consequence on the game situation, take a single free Draw action at the end of your dogma action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACHIEVE:&#039;&#039;&#039; You can take an action to claim any available age achievement if you have at least 5 times the value of that age in your score pile AND a top card on your board of equal or higher value. For example to achieve age 1 you need 5 points and any card on your board. To achieve age 2, 10 points and at least a 2 as a top card and so on... Points are kept, not spent. Special achievements does not require any action to claim them and are won AS SOON AS the conditions are met.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
The game can end in three ways.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY ACHIEVEMENTS:&#039;&#039;&#039; The game ends IMMEDIATELY (even inside a dogma effect) when a player got a required number of achievements:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;2 players:&#039;&#039; 6 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;3 players:&#039;&#039; 5 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players:&#039;&#039; 4 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players &#039;&#039;&#039;(team game variant)&#039;&#039;&#039;:&#039;&#039; 6 achievements combined by the teammates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY SCORE:&#039;&#039;&#039; This happens if someone tries to draw an 11 or higher. The game end IMMEDIATELY (even inside a dogma effect). The winner is the player who has the greater score in his score pile. The number of achievements is only a tie-breaker. If still tied, the concerned players both win. In a team game, the teammates combine their score. If tied, they combine their achievements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY DOGMA:&#039;&#039;&#039; Some dogma effects of a few cards awards a win if some conditions are met. If more than one player are eligible (except teammates in a team game), the game continues.&lt;br /&gt;
&lt;br /&gt;
==The golden rule==&lt;br /&gt;
&#039;&#039;&#039;Do as many as you can and ignore the rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule will help you to leverage ambiguities.&lt;br /&gt;
&lt;br /&gt;
This has many consequences:&lt;br /&gt;
&lt;br /&gt;
-Exchanges do not need to be symmetrical. According to the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 card with 10...&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have enough card to fulfill the effect requirement, you process all what you have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-However, if a &amp;quot;you may effect&amp;quot; proposes you return three cards and you don&#039;t have them, you CAN&#039;T spend what you have to do what follows. You have to pass.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=2926</id>
		<title>Gamehelpinnovation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovation&amp;diff=2926"/>
		<updated>2018-03-06T07:47:55Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Beginning of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can hover on the memo to have a reminder of the actions and keywords.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gather the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the first edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistant with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Beginning of the game==&lt;br /&gt;
At the beginning of the game you have two cards of age 1 in your hand. You choose one to meld immediately and keep the other in your hand. The player who melded the first card in English alphabetical order plays first.&lt;br /&gt;
The first player gets only one action to start with, so does the second player in a four player game. After that, everybody gets two actions on their turn.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Except in the beginning, you must take two actions at your turn.&lt;br /&gt;
There are 4 possible actions. It is possible to select the same action twice:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAW:&#039;&#039;&#039; take a card of value equal to the highest top card on your board from the supply deck. If this deck is empty draw from the next available higher deck. This rule for drawing is also applicable for any effect with the &amp;quot;draw&amp;quot; keyword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELD:&#039;&#039;&#039; play a card from your hand to your board. It is played on the existing stack on the same color if it exists, otherwise this card starts a new one. Continue any splay if present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOGMA:&#039;&#039;&#039; each opponent with fewer of the feature icon (visible on their board) than you must execute the I demand effects. Each opponent with at least as many of the feature shares the non-demand effects. Effects are executed clockwise, finishing with you. If sharing an effect with one or several opponents has had ANY consequence on the game situation, take a single free Draw action at the end of your dogma action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACHIEVE:&#039;&#039;&#039; You can take an action to claim any available age achievement if you have at least 5 times the value of that age in your score pile AND a top card on your board of equal or higher value. For example to achieve age 1 you need 5 points and any card on your board. To achieve age 2, 10 points and at least a 2 as a top card and so on... Points are kept, not spent. Special achievements does not require any action to claim them and are won AS SOON AS the conditions are met.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
The game can end in three ways.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY ACHIEVEMENTS:&#039;&#039;&#039; The game ends IMMEDIATELY (even inside a dogma effect) when a player got a required number of achievements:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;2 players:&#039;&#039; 6 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;3 players:&#039;&#039; 5 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players:&#039;&#039; 4 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players &#039;&#039;&#039;(team game variant)&#039;&#039;&#039;:&#039;&#039; 6 achievements combined by the teammates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY SCORE:&#039;&#039;&#039; This happens if someone tries to draw an 11 or higher. The game end IMMEDIATELY (even inside a dogma effect). The winner is the player who has the greater score in his score pile. The number of achievements is only a tie-breaker. If still tied, the concerned players both win. In a team game, the teammates combine their score. If tied, they combine their achievements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END OF GAME BY DOGMA:&#039;&#039;&#039; Some dogma effects of a few cards awards a win if some conditions are met. If more than one player are eligible (except teammates in a team game), the game continues.&lt;br /&gt;
&lt;br /&gt;
==The golden rule==&lt;br /&gt;
&#039;&#039;&#039;Do as many as you can and ignore the rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule will help you to leverage ambiguities.&lt;br /&gt;
&lt;br /&gt;
This has many consequences:&lt;br /&gt;
&lt;br /&gt;
-Exchanges do not need to be symmetrical. According to the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 card with 10...&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have enough card to fulfill the effect requirement, you process all what you have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-However, if a &amp;quot;you may effect&amp;quot; proposes you return three cards and you don&#039;t have them, you CAN&#039;T spend what you have to do what follows. You have to pass.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2908</id>
		<title>Gamehelporigin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2908"/>
		<updated>2018-03-03T01:11:14Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* List of 20 objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Completing objectives===&lt;br /&gt;
&lt;br /&gt;
A player can only complete 1 objective at any time during each of their turns (until the final turn).  They may do so if their objective card is matched by the conditions on the board at that time.  Once an objective card is played, it is immediately replaced (if possible) with another objective card from the purple deck.  A completed objective is never lost.  &lt;br /&gt;
&lt;br /&gt;
Beware .. there are certain cards which will allow opponents to steal cards from your hand, or specific items from your collection (hunting tokens can not be stolen).  Each player can have a maximum of 2 objective cards in hand (except for the player who finds and plays a specific card to be able to hold 3) - any objective cards above the hand limit must be returned to the purple deck.&lt;br /&gt;
&lt;br /&gt;
===List of 20 objectives===&lt;br /&gt;
&#039;&#039;&#039;I. Territory Objectives (4 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have a certain number of your pawns on territories of a specified colour:&lt;br /&gt;
&lt;br /&gt;
* 2 on Green - 3 pts&lt;br /&gt;
* 3 on Brown - 4 pts&lt;br /&gt;
* 3 on Orange - 4 pts&lt;br /&gt;
* 3 on Yellow - 4 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Continental Objectives requiring only 3 pawns (6 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 3 of your pawns on territories of the specified continent:&lt;br /&gt;
&lt;br /&gt;
* Africa : 3 pts&lt;br /&gt;
* Eurasia : 5 pts&lt;br /&gt;
* Oceania : 5 pts&lt;br /&gt;
* South America : 6 pts&lt;br /&gt;
* North America : 6 pts&lt;br /&gt;
* Antarctica : 6 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Continental Objectives requiring at least 4 pawns (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 4 of your pawns in the specified territorial configuration:&lt;br /&gt;
&lt;br /&gt;
* 4 adjacent territories, 1 continent - 5 pts&lt;br /&gt;
* 4 adjacent territories, 2 continents - 5 pts&lt;br /&gt;
* 4 territories, 4 continents - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Pawn Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your evolved pawns on the board must meet these characteristics:&lt;br /&gt;
&lt;br /&gt;
* 3 pawns of the strongest strength (any colour / height) - 4 pts&lt;br /&gt;
* 3 pawns of the tallest height (any colour / strength) - 4 pts&lt;br /&gt;
* 2 pawns in each of 3 different colours (2 white, 2 brown, 2 black) - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Innovation Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of innovation tiles must contain: &lt;br /&gt;
&lt;br /&gt;
* 3x level 1 - 4 pts&lt;br /&gt;
* 3x level 2 - 6 pts&lt;br /&gt;
* 2x level 3 - 6 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. Strait Objective (1 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of strait tokens must contain: &lt;br /&gt;
&lt;br /&gt;
* 3 strait tokens - 5 pts&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=2896</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=2896"/>
		<updated>2018-02-16T11:39:53Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=2895</id>
		<title>Gamehelpterramystica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpterramystica&amp;diff=2895"/>
		<updated>2018-02-16T11:39:18Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: Created page with &amp;quot;Rules (english): http://www.feuerland-spiele.de/dateien/Terra_Mystica_EN_1.0_.pdf&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules (english): http://www.feuerland-spiele.de/dateien/Terra_Mystica_EN_1.0_.pdf&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2859</id>
		<title>Gamehelporigin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2859"/>
		<updated>2018-01-15T13:47:19Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Completing objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Completing objectives===&lt;br /&gt;
&lt;br /&gt;
A player can only complete 1 objective at any time during each of their turns (until the final turn).  They may do so if their objective card is matched by the conditions on the board at that time.  Once an objective card is played, it is immediately replaced (if possible) with another objective card from the purple deck.  A completed objective is never lost.  &lt;br /&gt;
&lt;br /&gt;
Beware .. there are certain cards which will allow opponents to steal cards from your hand, or specific items from your collection (hunting tokens can not be stolen).  Each player can have a maximum of 2 objective cards in hand (except for the player who finds and plays a specific card to be able to hold 3) - any objective cards above the hand limit must be returned to the purple deck.&lt;br /&gt;
&lt;br /&gt;
===List of 20 objectives===&lt;br /&gt;
&#039;&#039;&#039;I. Territory Objectives (4 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have a certain number of your pawns on territories of a specified colour:&lt;br /&gt;
&lt;br /&gt;
* 2 on Green - 3 pts&lt;br /&gt;
* 3 on Brown - 4 pts&lt;br /&gt;
* 3 on Orange - 4 pts&lt;br /&gt;
* 3 on Yellow - 4 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Continental Objectives requiring only 3 pawns (6 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 3 of your pawns on the specified continent:&lt;br /&gt;
&lt;br /&gt;
* Africa : 3 pts&lt;br /&gt;
* Eurasia : 5 pts&lt;br /&gt;
* Oceania : 5 pts&lt;br /&gt;
* South America : 6 pts&lt;br /&gt;
* North America : 6 pts&lt;br /&gt;
* Antarctica : 6 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Continental Objectives requiring at least 4 pawns (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 4 of your pawns in the specified configuration:&lt;br /&gt;
&lt;br /&gt;
* 4 pawns on adjacent countries on the same continent - 5 pts&lt;br /&gt;
* 4 pawns on adjacent countries on at least 2 different continents - 5 pts&lt;br /&gt;
* at least 1 pawn on each of 4 different continents - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Pawn Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your evolved pawns on the board must meet these characteristics:&lt;br /&gt;
&lt;br /&gt;
* 3 pawns of the strongest strength (any colour / height) - 4 pts&lt;br /&gt;
* 3 pawns of the tallest height (any colour / strength) - 4 pts&lt;br /&gt;
* 2 pawns in each of 3 different colours (2 white, 2 brown, 2 black) - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Innovation Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of innovation tiles must contain: &lt;br /&gt;
&lt;br /&gt;
* 3x level 1 - 4 pts&lt;br /&gt;
* 3x level 2 - 6 pts&lt;br /&gt;
* 2x level 3 - 6 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. Strait Objective (1 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of strait tokens must contain: &lt;br /&gt;
&lt;br /&gt;
* 3 strait tokens - 5 pts&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2858</id>
		<title>Gamehelporigin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2858"/>
		<updated>2018-01-15T13:45:39Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Completing objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Completing objectives===&lt;br /&gt;
&lt;br /&gt;
A player can only complete 1 objective (purple) at any time during each of their turns (until the final turn).  They may do so if their objective card is matched by the conditions on the board at that time.  A completed objective is never lost.  &lt;br /&gt;
&lt;br /&gt;
Beware .. there are certain cards which will allow opponents to steal cards from your hand, or specific items from your collection (hunting tokens can not be stolen).  Each player can have a maximum of 2 objective cards in hand (except for 1 player who finds and plays a specific card) - any objective cards above the hand limit must be returned to the purple deck.&lt;br /&gt;
&lt;br /&gt;
===List of 20 objectives===&lt;br /&gt;
&#039;&#039;&#039;I. Territory Objectives (4 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have a certain number of your pawns on territories of a specified colour:&lt;br /&gt;
&lt;br /&gt;
* 2 on Green - 3 pts&lt;br /&gt;
* 3 on Brown - 4 pts&lt;br /&gt;
* 3 on Orange - 4 pts&lt;br /&gt;
* 3 on Yellow - 4 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Continental Objectives requiring only 3 pawns (6 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 3 of your pawns on the specified continent:&lt;br /&gt;
&lt;br /&gt;
* Africa : 3 pts&lt;br /&gt;
* Eurasia : 5 pts&lt;br /&gt;
* Oceania : 5 pts&lt;br /&gt;
* South America : 6 pts&lt;br /&gt;
* North America : 6 pts&lt;br /&gt;
* Antarctica : 6 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Continental Objectives requiring at least 4 pawns (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 4 of your pawns in the specified configuration:&lt;br /&gt;
&lt;br /&gt;
* 4 pawns on adjacent countries on the same continent - 5 pts&lt;br /&gt;
* 4 pawns on adjacent countries on at least 2 different continents - 5 pts&lt;br /&gt;
* at least 1 pawn on each of 4 different continents - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Pawn Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your evolved pawns on the board must meet these characteristics:&lt;br /&gt;
&lt;br /&gt;
* 3 pawns of the strongest strength (any colour / height) - 4 pts&lt;br /&gt;
* 3 pawns of the tallest height (any colour / strength) - 4 pts&lt;br /&gt;
* 2 pawns in each of 3 different colours (2 white, 2 brown, 2 black) - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Innovation Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of innovation tiles must contain: &lt;br /&gt;
&lt;br /&gt;
* 3x level 1 - 4 pts&lt;br /&gt;
* 3x level 2 - 6 pts&lt;br /&gt;
* 2x level 3 - 6 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. Strait Objective (1 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of strait tokens must contain: &lt;br /&gt;
&lt;br /&gt;
* 3 strait tokens - 5 pts&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2857</id>
		<title>Gamehelporigin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2857"/>
		<updated>2018-01-15T13:40:56Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Completing objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Completing objectives===&lt;br /&gt;
&lt;br /&gt;
A player can only complete 1 objective (purple) at any time during each of their turns (until the final turn).  They may do so if their objective card is matched by the conditions on the board at that time.  A completed objective is never lost.  Beware .. there are certain cards which will allow opponents to steal cards from your hand, or specific items from your collection (hunting tokens can not be stolen).&lt;br /&gt;
&lt;br /&gt;
===List of 20 objectives===&lt;br /&gt;
&#039;&#039;&#039;I. Territory Objectives (4 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have a certain number of your pawns on territories of a specified colour:&lt;br /&gt;
&lt;br /&gt;
* 2 on Green - 3 pts&lt;br /&gt;
* 3 on Brown - 4 pts&lt;br /&gt;
* 3 on Orange - 4 pts&lt;br /&gt;
* 3 on Yellow - 4 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Continental Objectives requiring only 3 pawns (6 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 3 of your pawns on the specified continent:&lt;br /&gt;
&lt;br /&gt;
* Africa : 3 pts&lt;br /&gt;
* Eurasia : 5 pts&lt;br /&gt;
* Oceania : 5 pts&lt;br /&gt;
* South America : 6 pts&lt;br /&gt;
* North America : 6 pts&lt;br /&gt;
* Antarctica : 6 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Continental Objectives requiring at least 4 pawns (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 4 of your pawns in the specified configuration:&lt;br /&gt;
&lt;br /&gt;
* 4 pawns on adjacent countries on the same continent - 5 pts&lt;br /&gt;
* 4 pawns on adjacent countries on at least 2 different continents - 5 pts&lt;br /&gt;
* at least 1 pawn on each of 4 different continents - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Pawn Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your evolved pawns on the board must meet these characteristics:&lt;br /&gt;
&lt;br /&gt;
* 3 pawns of the strongest strength (any colour / height) - 4 pts&lt;br /&gt;
* 3 pawns of the tallest height (any colour / strength) - 4 pts&lt;br /&gt;
* 2 pawns in each of 3 different colours (2 white, 2 brown, 2 black) - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Innovation Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of innovation tiles must contain: &lt;br /&gt;
&lt;br /&gt;
* 3x level 1 - 4 pts&lt;br /&gt;
* 3x level 2 - 6 pts&lt;br /&gt;
* 2x level 3 - 6 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. Strait Objective (1 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of strait tokens must contain: &lt;br /&gt;
&lt;br /&gt;
* 3 strait tokens - 5 pts&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2856</id>
		<title>Gamehelporigin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporigin&amp;diff=2856"/>
		<updated>2018-01-15T13:36:04Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: Created page with &amp;quot;===Completing objectives===  A player can only complete 1 objective (purple) at any time during each of their turns (until the final turn).  They may do so if their objective ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Completing objectives===&lt;br /&gt;
&lt;br /&gt;
A player can only complete 1 objective (purple) at any time during each of their turns (until the final turn).  They may do so if their objective card is matched by the conditions on the board at that time.  A completed objective is never lost.  Beware .. there are certain cards which will allow opponents to steal cards from your hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of 20 objectives===&lt;br /&gt;
&#039;&#039;&#039;I. Territory Objectives (4 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have a certain number of your pawns on territories of a specified colour:&lt;br /&gt;
&lt;br /&gt;
* 2 on Green - 3 pts&lt;br /&gt;
* 3 on Brown - 4 pts&lt;br /&gt;
* 3 on Orange - 4 pts&lt;br /&gt;
* 3 on Yellow - 4 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Continental Objectives requiring only 3 pawns (6 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 3 of your pawns on the specified continent:&lt;br /&gt;
&lt;br /&gt;
* Africa : 3 pts&lt;br /&gt;
* Eurasia : 5 pts&lt;br /&gt;
* Oceania : 5 pts&lt;br /&gt;
* South America : 6 pts&lt;br /&gt;
* North America : 6 pts&lt;br /&gt;
* Antarctica : 6 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Continental Objectives requiring at least 4 pawns (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must have 4 of your pawns in the specified configuration:&lt;br /&gt;
&lt;br /&gt;
* 4 pawns on adjacent countries on the same continent - 5 pts&lt;br /&gt;
* 4 pawns on adjacent countries on at least 2 different continents - 5 pts&lt;br /&gt;
* at least 1 pawn on each of 4 different continents - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Pawn Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your evolved pawns on the board must meet these characteristics:&lt;br /&gt;
&lt;br /&gt;
* 3 pawns of the strongest strength (any colour / height) - 4 pts&lt;br /&gt;
* 3 pawns of the tallest height (any colour / strength) - 4 pts&lt;br /&gt;
* 2 pawns in each of 3 different colours (2 white, 2 brown, 2 black) - 5 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Innovation Objectives (3 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of innovation tiles must contain: &lt;br /&gt;
&lt;br /&gt;
* 3x level 1 - 4 pts&lt;br /&gt;
* 3x level 2 - 6 pts&lt;br /&gt;
* 2x level 3 - 6 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. Strait Objective (1 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your current collection of strait tokens must contain: &lt;br /&gt;
&lt;br /&gt;
* 3 strait tokens - 5 pts&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2247</id>
		<title>Gamehelpjumpgate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2247"/>
		<updated>2017-02-18T01:07:51Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* How the Game Ends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Jump Gate ==&lt;br /&gt;
The Jump Gate has just been invented, and it allows a ship to jump into orbit around a distant planet in an instant. This puts deep space on the map for those willing to make the trip. As a spaceship captain, you&#039;ve assembled your crew, prepared your ship, and are ready to venture forth. It&#039;s time to gaze up upon worlds that no other person has ever seen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jump Gate is a light space exploration, hand management, and set collection game. Jump between planets, scan for resources, and collect sets that will score you the most points.&lt;br /&gt;
&lt;br /&gt;
== Turn Reference ==&lt;br /&gt;
Take two actions on your turn.  You may take the same action twice.&lt;br /&gt;
&lt;br /&gt;
Actions:&lt;br /&gt;
 - Fly ... to a neighboring planet.*&lt;br /&gt;
 - Jump ... to another more distant planet.&lt;br /&gt;
 - Scan ... your current planet if it has any face-down resources.&lt;br /&gt;
 - Land &amp;amp; Claim ... your current planet if it has no face-down resources and is unclaimed.&lt;br /&gt;
 - Harvest ... 1 resource you marked with a Scan, or 1 unmarked resource at a planet with all face-up resources.&lt;br /&gt;
 - Research ... refill your hand up to 5 cards.  You may discard any number of cards before refilling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note: in the Jump Gate card game, the planets are arranged in a circle. In this online implementation, in order to adapt correctly to different devices or browser widths, planets are instead displayed in a straight line from left to right, wrapping around to make as many rows as needed to display all the planets (similar to word wrap for text).   Think of the single line of planets as if they were forming a circle, i.e. the first planet is adjacent to the last planet, so you can fly from one to the other without discarding a card.  If planets are displayed in multiple rows, the planet at the end of a row is adjacent to the first planet of the following row, and the last planet of the last row is adjacent to the first planet of the first row.&lt;br /&gt;
&lt;br /&gt;
== How the Game Ends ==&lt;br /&gt;
&lt;br /&gt;
The game ends when:&lt;br /&gt;
* there are 7 or more Markers on the Black Hole (immediately).&lt;br /&gt;
* there are no more Resources at any Planet (immediately).&lt;br /&gt;
* After the last Planet is claimed, every player takes 1 final turn, and then the game ends.&lt;br /&gt;
&lt;br /&gt;
== Scoring Reference ==&lt;br /&gt;
If there are 7 or more markers on the Black Hole, the player(s) with the most markers on the Black Hole must discard their hidden resource cards before scoring. Otherwise, players reveal their hidden resource cards and add them to their collected resources for scoring.&lt;br /&gt;
&lt;br /&gt;
Score all collected resources as explained on the resource cards.&lt;br /&gt;
&lt;br /&gt;
Add 4 points for each planet claimed.&lt;br /&gt;
&lt;br /&gt;
Player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2246</id>
		<title>Gamehelpjumpgate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2246"/>
		<updated>2017-02-18T01:07:15Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Ending the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Jump Gate ==&lt;br /&gt;
The Jump Gate has just been invented, and it allows a ship to jump into orbit around a distant planet in an instant. This puts deep space on the map for those willing to make the trip. As a spaceship captain, you&#039;ve assembled your crew, prepared your ship, and are ready to venture forth. It&#039;s time to gaze up upon worlds that no other person has ever seen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jump Gate is a light space exploration, hand management, and set collection game. Jump between planets, scan for resources, and collect sets that will score you the most points.&lt;br /&gt;
&lt;br /&gt;
== Turn Reference ==&lt;br /&gt;
Take two actions on your turn.  You may take the same action twice.&lt;br /&gt;
&lt;br /&gt;
Actions:&lt;br /&gt;
 - Fly ... to a neighboring planet.*&lt;br /&gt;
 - Jump ... to another more distant planet.&lt;br /&gt;
 - Scan ... your current planet if it has any face-down resources.&lt;br /&gt;
 - Land &amp;amp; Claim ... your current planet if it has no face-down resources and is unclaimed.&lt;br /&gt;
 - Harvest ... 1 resource you marked with a Scan, or 1 unmarked resource at a planet with all face-up resources.&lt;br /&gt;
 - Research ... refill your hand up to 5 cards.  You may discard any number of cards before refilling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note: in the Jump Gate card game, the planets are arranged in a circle. In this online implementation, in order to adapt correctly to different devices or browser widths, planets are instead displayed in a straight line from left to right, wrapping around to make as many rows as needed to display all the planets (similar to word wrap for text).   Think of the single line of planets as if they were forming a circle, i.e. the first planet is adjacent to the last planet, so you can fly from one to the other without discarding a card.  If planets are displayed in multiple rows, the planet at the end of a row is adjacent to the first planet of the following row, and the last planet of the last row is adjacent to the first planet of the first row.&lt;br /&gt;
&lt;br /&gt;
== How the Game Ends ==&lt;br /&gt;
&lt;br /&gt;
The game ends when:&lt;br /&gt;
* there are 7 or more Markers on the Black Hole (immediately).&lt;br /&gt;
* there are no more Resources at any Planet (immediately).&lt;br /&gt;
* After the last Planet is claimed, each Player (including that last Planet’s owner) takes 1 final turn, and then the game ends.&lt;br /&gt;
&lt;br /&gt;
== Scoring Reference ==&lt;br /&gt;
If there are 7 or more markers on the Black Hole, the player(s) with the most markers on the Black Hole must discard their hidden resource cards before scoring. Otherwise, players reveal their hidden resource cards and add them to their collected resources for scoring.&lt;br /&gt;
&lt;br /&gt;
Score all collected resources as explained on the resource cards.&lt;br /&gt;
&lt;br /&gt;
Add 4 points for each planet claimed.&lt;br /&gt;
&lt;br /&gt;
Player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2245</id>
		<title>Gamehelpjumpgate</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2245"/>
		<updated>2017-02-18T00:59:15Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Jump Gate ==&lt;br /&gt;
The Jump Gate has just been invented, and it allows a ship to jump into orbit around a distant planet in an instant. This puts deep space on the map for those willing to make the trip. As a spaceship captain, you&#039;ve assembled your crew, prepared your ship, and are ready to venture forth. It&#039;s time to gaze up upon worlds that no other person has ever seen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jump Gate is a light space exploration, hand management, and set collection game. Jump between planets, scan for resources, and collect sets that will score you the most points.&lt;br /&gt;
&lt;br /&gt;
== Turn Reference ==&lt;br /&gt;
Take two actions on your turn.  You may take the same action twice.&lt;br /&gt;
&lt;br /&gt;
Actions:&lt;br /&gt;
 - Fly ... to a neighboring planet.*&lt;br /&gt;
 - Jump ... to another more distant planet.&lt;br /&gt;
 - Scan ... your current planet if it has any face-down resources.&lt;br /&gt;
 - Land &amp;amp; Claim ... your current planet if it has no face-down resources and is unclaimed.&lt;br /&gt;
 - Harvest ... 1 resource you marked with a Scan, or 1 unmarked resource at a planet with all face-up resources.&lt;br /&gt;
 - Research ... refill your hand up to 5 cards.  You may discard any number of cards before refilling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note: in the Jump Gate card game, the planets are arranged in a circle. In this online implementation, in order to adapt correctly to different devices or browser widths, planets are instead displayed in a straight line from left to right, wrapping around to make as many rows as needed to display all the planets (similar to word wrap for text).   Think of the single line of planets as if they were forming a circle, i.e. the first planet is adjacent to the last planet, so you can fly from one to the other without discarding a card.  If planets are displayed in multiple rows, the planet at the end of a row is adjacent to the first planet of the following row, and the last planet of the last row is adjacent to the first planet of the first row.&lt;br /&gt;
&lt;br /&gt;
== Ending the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends under any one of the following conditions:&lt;br /&gt;
* The game ends immediately when there are 7 or more Markers on the Black Hole.&lt;br /&gt;
* The game ends immediately when there are no more Resources at any Planet.&lt;br /&gt;
* After the last Planet is claimed, each Player (including that last Planet’s owner) takes 1 final turn, and then the game ends.&lt;br /&gt;
&lt;br /&gt;
== Scoring Reference ==&lt;br /&gt;
If there are 7 or more markers on the Black Hole, the player(s) with the most markers on the Black Hole must discard their hidden resource cards before scoring. Otherwise, players reveal their hidden resource cards and add them to their collected resources for scoring.&lt;br /&gt;
&lt;br /&gt;
Score all collected resources as explained on the resource cards.&lt;br /&gt;
&lt;br /&gt;
Add 4 points for each planet claimed.&lt;br /&gt;
&lt;br /&gt;
Player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=2036</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=2036"/>
		<updated>2016-10-26T21:42:52Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* GAME END */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
** Choose action(s) from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Build (add 1 blueprint from your hand to either the front half or the back half of your automobile)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Dismantle (remove 1 part from your automobile and discard it)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Upgrade (replace ANY NUMBER of parts on your automobile with parts of the same type and colour from your hand)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it (builder must click the &#039;join&#039; icon in the workshop to join the 2 halves of the car).&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1992</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1992"/>
		<updated>2016-09-18T08:13:35Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
** Choose action(s) from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Build (add 1 blueprint from your hand to either the front half or the back half of your automobile)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Dismantle (remove 1 part from your automobile and discard it)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Upgrade (replace ANY NUMBER of parts on your automobile with parts of the same type and colour from your hand)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1991</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1991"/>
		<updated>2016-09-18T08:08:06Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1990</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1990"/>
		<updated>2016-09-18T08:07:42Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&amp;lt;BR?&lt;br /&gt;
&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1967</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1967"/>
		<updated>2016-09-10T03:36:03Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1966</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1966"/>
		<updated>2016-09-10T01:20:03Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1965</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1965"/>
		<updated>2016-09-10T01:19:49Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1964</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1964"/>
		<updated>2016-09-10T01:19:21Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1963</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1963"/>
		<updated>2016-09-10T01:19:02Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  # at least ONE Gear;&lt;br /&gt;
  # at least TWO Axles; and&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1962</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1962"/>
		<updated>2016-09-09T11:42:34Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism./LI&amp;gt;&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
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