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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-08T00:20:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15724</id>
		<title>Gamehelpregicide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15724"/>
		<updated>2023-01-09T13:41:29Z</updated>

		<summary type="html">&lt;p&gt;Sergut: BGA does not allow bullet lists, so I have changed the formatting to dashes (same as is used in the previous section, so should be fine).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooperatively, all players are trying to defeat the twelve royals: the Jacks, followed by the Queens, followed finally by the Kings.&lt;br /&gt;
&lt;br /&gt;
Hand Size is 8-5 for 1-4 players respectively.&lt;br /&gt;
&lt;br /&gt;
==Royals==&lt;br /&gt;
&lt;br /&gt;
Jacks have 10 Attack and 20 Health.&lt;br /&gt;
&lt;br /&gt;
Queens have 15 Attack and 30 Health.&lt;br /&gt;
&lt;br /&gt;
Kings have 20 Attack and 40 Health.&lt;br /&gt;
&lt;br /&gt;
A royal&#039;s suit blocks the use of that power against it.&lt;br /&gt;
&lt;br /&gt;
==Turn Basics==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Play&#039;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
- Play 1 card; or&lt;br /&gt;
&lt;br /&gt;
- Play an Ace and another card together (Aces can be played on their own too); or&lt;br /&gt;
&lt;br /&gt;
- Play a group of matching number cards (except Aces) whose sum is 10 or less.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Activate&#039;&#039;&#039; the suit of the card(s) played &#039;&#039;(unless they match the Royal&#039;s suit, in which case the Royal blocks the activation)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♥️ Hearts&#039;&#039;&#039;: Return to the draw pile from the discard pile the value of the card (e.g. 4 of hearts would return 4 cards).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♦️ Diamonds&#039;&#039;&#039;: Draw cards in turn order to the value of the card, skipping players at max hand size.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♣️ Clubs&#039;&#039;&#039;: Double the damage inflicted on the Royal.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♠️ Spades&#039;&#039;&#039;: Reduce received damage by the value of the card for that Royal attack phase.&lt;br /&gt;
&lt;br /&gt;
3. Deal &#039;&#039;&#039;damage&#039;&#039;&#039; to the Royal equal to the total value of the card(s) played. If the damage exceeds the Health of the Royal, the Royal is defeated and placed on the Discard pile. The next Royal is then drawn from the Castle and faces the same player. &lt;br /&gt;
&lt;br /&gt;
4. If the Royal is still alive, they &#039;&#039;&#039;attack&#039;&#039;&#039; and you must discard cards whose value is equal or greater than the attack combined&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companions&#039;&#039;&#039; - Aces are Animal Companions. They have a value of 1 for the purposes of attack and taking damage. They &#039;&#039;can&#039;&#039; be played in combination with another card, and their suit will apply for both cards (if different): for example, when playing the 8 of Diamonds with the Animal Companion (Ace) of Clubs the total attack value is 9, 9 cards are drawn, and 18 damage is dealt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jester&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; Jesters have an attack value of 0 but they remove the suit of the royal when played. They also prevent the Royal from attacking the player. Finally, the next player to take a turn is chosen by the active player, rather than clockwise. Jesters have a value of 0 for the purposes of taking damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exact Damage&#039;&#039;&#039; - If a Royal is killed by an exact finishing value (e.g. a 3 when they have 3 life left) the card is placed onto the top of the Tavern pile (face down, ready to be drawn) rather than going to the Discard pile.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royals as allies -&#039;&#039;&#039; Royals retain their attack value when players play them (J10, Q15, K20) and that is also the amount of damage they can take, same as normal cards (i.e. they do not have double health). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yielding&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; A player may choose to Yield (pass) entirely, not playing a card but skipping straight to step 4. A player may not Yield in solo, or if every other player has Yielded on their last turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; Cards are only discarded once a Royal is defeated, this is mainly because any Spades played previously or by other players will stack. No other powers stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Communication&#039;&#039;&#039; - Players may not communicate to the other players any information which may reveal or suggest the contents of their hand. They may however remind other players of any public information such as how many cards they have in their hand, how many cards are left in the tavern, etc.  &lt;br /&gt;
&lt;br /&gt;
- Examples of allowed communication: “I have two cards in hand”, “We only have 3 cards left in the Tavern deck!”.  &lt;br /&gt;
&lt;br /&gt;
- Examples of prohibited communication: “I’ve got a 10 of clubs”, “I hope someone plays a Diamond soon!”, “If you play a Heart then I can probably help us get some cards in hand”, “Don’t kill that enemy, leave them for me!&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
- Jester Exception: after a Jester is played, and for the purpose of choosing the next player, the other players can say &amp;quot;I&#039;d like to go next&amp;quot; or &amp;quot;I&#039;d rather not go next&amp;quot; (in BGA, this can be done by pressing one of two buttons).  &lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game ends either:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; - The final King is killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; - A player is unable to defend an attack from a Royal or unable to play a card when the player cannot yield (because all the other players have yielded or in solo mode).&lt;br /&gt;
&lt;br /&gt;
==Solo Game==&lt;br /&gt;
&lt;br /&gt;
Set up the game as per usual but place the two Jesters to the side. You play with a single hand limited to 8 cards. Play as normal, playing each turn one after the other. However a Jester can be flipped to activate the following power: “Discard your hand and refill to 8 cards - this does not count as drawing for the purpose of enemy diamond immunity.” Since you have two Jesters this can be done twice per game. Flipping the Jesters in this way does not cancel immunity. You are allowed to use the Jester power a) at the start of step 1 before you play a card or b) at the start of step 4 before you have to take damage. Winning the game after using both Jesters achieves you a Bronze Victory. Winning after flipping only 1 Jester is called a Silver Victory and winning the game while having both Jesters untouched grants you the ever-elusive Gold Victory!&lt;/div&gt;</summary>
		<author><name>Sergut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15723</id>
		<title>Gamehelpregicide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15723"/>
		<updated>2023-01-09T13:33:12Z</updated>

		<summary type="html">&lt;p&gt;Sergut: Added examples of allowed and prohibited phrases (taken from the ruleboook). Also, format change on the rules about royals (J, Q, K).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooperatively, all players are trying to defeat the twelve royals: the Jacks, followed by the Queens, followed finally by the Kings.&lt;br /&gt;
&lt;br /&gt;
Hand Size is 8-5 for 1-4 players respectively.&lt;br /&gt;
&lt;br /&gt;
==Royals==&lt;br /&gt;
&lt;br /&gt;
Jacks have 10 Attack and 20 Health.&lt;br /&gt;
&lt;br /&gt;
Queens have 15 Attack and 30 Health.&lt;br /&gt;
&lt;br /&gt;
Kings have 20 Attack and 40 Health.&lt;br /&gt;
&lt;br /&gt;
A royal&#039;s suit blocks the use of that power against it.&lt;br /&gt;
&lt;br /&gt;
==Turn Basics==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Play&#039;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
- Play 1 card; or&lt;br /&gt;
&lt;br /&gt;
- Play an Ace and another card together (Aces can be played on their own too); or&lt;br /&gt;
&lt;br /&gt;
- Play a group of matching number cards (except Aces) whose sum is 10 or less.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Activate&#039;&#039;&#039; the suit of the card(s) played &#039;&#039;(unless they match the Royal&#039;s suit, in which case the Royal blocks the activation)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♥️ Hearts&#039;&#039;&#039;: Return to the draw pile from the discard pile the value of the card (e.g. 4 of hearts would return 4 cards).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♦️ Diamonds&#039;&#039;&#039;: Draw cards in turn order to the value of the card, skipping players at max hand size.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♣️ Clubs&#039;&#039;&#039;: Double the damage inflicted on the Royal.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♠️ Spades&#039;&#039;&#039;: Reduce received damage by the value of the card for that Royal attack phase.&lt;br /&gt;
&lt;br /&gt;
3. Deal &#039;&#039;&#039;damage&#039;&#039;&#039; to the Royal equal to the total value of the card(s) played. If the damage exceeds the Health of the Royal, the Royal is defeated and placed on the Discard pile. The next Royal is then drawn from the Castle and faces the same player. &lt;br /&gt;
&lt;br /&gt;
4. If the Royal is still alive, they &#039;&#039;&#039;attack&#039;&#039;&#039; and you must discard cards whose value is equal or greater than the attack combined&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companions&#039;&#039;&#039; - Aces are Animal Companions. They have a value of 1 for the purposes of attack and taking damage. They &#039;&#039;can&#039;&#039; be played in combination with another card, and their suit will apply for both cards (if different): for example, when playing the 8 of Diamonds with the Animal Companion (Ace) of Clubs the total attack value is 9, 9 cards are drawn, and 18 damage is dealt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jester&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; Jesters have an attack value of 0 but they remove the suit of the royal when played. They also prevent the Royal from attacking the player. Finally, the next player to take a turn is chosen by the active player, rather than clockwise. Jesters have a value of 0 for the purposes of taking damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exact Damage&#039;&#039;&#039; - If a Royal is killed by an exact finishing value (e.g. a 3 when they have 3 life left) the card is placed onto the top of the Tavern pile (face down, ready to be drawn) rather than going to the Discard pile.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royals as allies -&#039;&#039;&#039; Royals retain their attack value when players play them (J10, Q15, K20) and that is also the amount of damage they can take, same as normal cards (i.e. they do not have double health). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yielding&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; A player may choose to Yield (pass) entirely, not playing a card but skipping straight to step 4. A player may not Yield in solo, or if every other player has Yielded on their last turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; Cards are only discarded once a Royal is defeated, this is mainly because any Spades played previously or by other players will stack. No other powers stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Communication&#039;&#039;&#039; - Players may not communicate to the other players any information which may reveal or suggest the contents of their hand. They may however remind other players of any public information such as how many cards they have in their hand, how many cards are left in the tavern, etc.  &lt;br /&gt;
&lt;br /&gt;
* Examples of allowed communication: “I have two cards in hand”, “We only have 3 cards left in the Tavern deck!”. &lt;br /&gt;
* Examples of prohibited communication: “I’ve got a 10 of clubs”, “I hope someone plays a Diamond soon!”, “If you play a Heart then I can probably help us get some cards in hand”, “Don’t kill that enemy, leave them for me!&amp;quot;. &lt;br /&gt;
* Jester Exception: after a Jester is played, and for the purpose of choosing the next player, the other players can say &amp;quot;I&#039;d like to go next&amp;quot; or &amp;quot;I&#039;d rather not go next&amp;quot; (in BGA, this can be done by pressing one of two buttons). &lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game ends either:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; - The final King is killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; - A player is unable to defend an attack from a Royal or unable to play a card when the player cannot yield (because all the other players have yielded or in solo mode).&lt;br /&gt;
&lt;br /&gt;
==Solo Game==&lt;br /&gt;
&lt;br /&gt;
Set up the game as per usual but place the two Jesters to the side. You play with a single hand limited to 8 cards. Play as normal, playing each turn one after the other. However a Jester can be flipped to activate the following power: “Discard your hand and refill to 8 cards - this does not count as drawing for the purpose of enemy diamond immunity.” Since you have two Jesters this can be done twice per game. Flipping the Jesters in this way does not cancel immunity. You are allowed to use the Jester power a) at the start of step 1 before you play a card or b) at the start of step 4 before you have to take damage. Winning the game after using both Jesters achieves you a Bronze Victory. Winning after flipping only 1 Jester is called a Silver Victory and winning the game while having both Jesters untouched grants you the ever-elusive Gold Victory!&lt;/div&gt;</summary>
		<author><name>Sergut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=14973</id>
		<title>Gamehelpmartiandice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=14973"/>
		<updated>2022-10-06T23:45:40Z</updated>

		<summary type="html">&lt;p&gt;Sergut: s/little /few/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play martian dice, see &amp;lt;b&amp;gt;[[Tips_martiandice|Tips_MartianDice]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet “Earth”, and to scoop up as many of the inhabitants as you can manage.&#039;&#039;&lt;br /&gt;
* &#039;&#039;We are interested in samples of the Chicken, Cow, and Human populations, so that we can determine which of them is actually in charge.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Earthlings might manage to put up a feeble defence, but surely nothing that a small taste of your Death Rays can’t handle.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Make Mars proud... be the first Martian to fill your abduction quota!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How to play ==&lt;br /&gt;
&lt;br /&gt;
Every Turn is divided into Rounds&lt;br /&gt;
&lt;br /&gt;
Every Round, players roll dice and set some of them aside. Rounds follow the following structure: &lt;br /&gt;
&lt;br /&gt;
1. If there are no available dice to roll, your turn is over; proceed to Scoring.&lt;br /&gt;
Otherwise, roll all of the available dice.&lt;br /&gt;
&lt;br /&gt;
2. Humans Attack: Set aside all Tanks, adding them to any Tanks set aside earlier this turn. (In BGA, this is done automatically for you.)&lt;br /&gt;
&lt;br /&gt;
3. From the remaining dice, set aside as many or as few as you want following these rules:&lt;br /&gt;
&lt;br /&gt;
a) Abduction: Choose one type (Chickens, Cows, Humans, or Death Rays) and set aside all dice of that type. Note that Chickens, Cows, or Humans &#039;&#039;&#039;&#039;&#039;may not be chosen if you have already set that type aside this Turn.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
b) Defence: Death Rays &#039;&#039;&#039;may always be chosen&#039;&#039;&#039;, and are added to any Death Rays set aside earlier this turn. &lt;br /&gt;
&lt;br /&gt;
4. If you cannot set aside any dice based on these restrictions, your turn is over; proceed to Scoring.&lt;br /&gt;
Otherwise, continue. &lt;br /&gt;
&lt;br /&gt;
5. End of Round: You may choose to end your turn and proceed to Scoring, or return to step 1 to continue rolling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The dice&#039;&#039;&#039;&#039;&#039;: Each die features 1 Tank, 2 Death Rays, 1 Human, 1 Cow, and 1 Chicken.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* First, compare the number of Tanks set aside to the number of Death Rays set aside.&lt;br /&gt;
* If there are more Tanks than Death Rays, you must flee without any abductees; you score zero points for the round, regardless of how many other dice you set aside.&lt;br /&gt;
* If you set aside at least as many Death Rays as Tanks, then you have successfully fended off the Earthling military and will score points for your abductees as follows:&lt;br /&gt;
** 1 Point for each Human, each Cow, and each Chicken that you set aside.&lt;br /&gt;
** 3 bonus points if you set aside at least one of all three Earthling types.&lt;br /&gt;
* Record your score and pass the dice to the next player.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* The game end is triggered when one player reaches a total score of 25 points or more.&lt;br /&gt;
* Once this happens, the round is completed so that all players have had the same number of turns.&lt;br /&gt;
* At the end of that round, the player with the most points wins the game!&lt;br /&gt;
* In the case of a tie, each tied player rolls 6 of the Martian Dice, and the player who rolls more Death Rays wins!&lt;/div&gt;</summary>
		<author><name>Sergut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=14972</id>
		<title>Gamehelpmartiandice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=14972"/>
		<updated>2022-10-06T20:44:09Z</updated>

		<summary type="html">&lt;p&gt;Sergut: Lists should be written as lists, not at section and subsection titles --- otherwise they are not rendered and the instructions look very confusing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play martian dice, see &amp;lt;b&amp;gt;[[Tips_martiandice|Tips_MartianDice]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet “Earth”, and to scoop up as many of the inhabitants as you can manage.&#039;&#039;&lt;br /&gt;
* &#039;&#039;We are interested in samples of the Chicken, Cow, and Human populations, so that we can determine which of them is actually in charge.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Earthlings might manage to put up a feeble defence, but surely nothing that a small taste of your Death Rays can’t handle.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Make Mars proud... be the first Martian to fill your abduction quota!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How to play ==&lt;br /&gt;
&lt;br /&gt;
Every Turn is divided into Rounds&lt;br /&gt;
&lt;br /&gt;
Every Round, players roll dice and set some of them aside. Rounds follow the following structure: &lt;br /&gt;
&lt;br /&gt;
1. If there are no available dice to roll, your turn is over; proceed to Scoring.&lt;br /&gt;
Otherwise, roll all of the available dice.&lt;br /&gt;
&lt;br /&gt;
2. Humans Attack: Set aside all Tanks, adding them to any Tanks set aside earlier this turn. (In BGA, this is done automatically for you.)&lt;br /&gt;
&lt;br /&gt;
3. From the remaining dice, set aside as many or as little as you want following these rules:&lt;br /&gt;
&lt;br /&gt;
a) Abduction: Choose one type (Chickens, Cows, Humans, or Death Rays) and set aside all dice of that type. Note that Chickens, Cows, or Humans &#039;&#039;&#039;&#039;&#039;may not be chosen if you have already set that type aside this Turn.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
b) Defence: Death Rays &#039;&#039;&#039;may always be chosen&#039;&#039;&#039;, and are added to any Death Rays set aside earlier this turn. &lt;br /&gt;
&lt;br /&gt;
4. If you cannot set aside any dice based on these restrictions, your turn is over; proceed to Scoring.&lt;br /&gt;
Otherwise, continue. &lt;br /&gt;
&lt;br /&gt;
5. End of Round: You may choose to end your turn and proceed to Scoring, or return to step 1 to continue rolling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The dice&#039;&#039;&#039;&#039;&#039;: Each die features 1 Tank, 2 Death Rays, 1 Human, 1 Cow, and 1 Chicken.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* First, compare the number of Tanks set aside to the number of Death Rays set aside.&lt;br /&gt;
* If there are more Tanks than Death Rays, you must flee without any abductees; you score zero points for the round, regardless of how many other dice you set aside.&lt;br /&gt;
* If you set aside at least as many Death Rays as Tanks, then you have successfully fended off the Earthling military and will score points for your abductees as follows:&lt;br /&gt;
** 1 Point for each Human, each Cow, and each Chicken that you set aside.&lt;br /&gt;
** 3 bonus points if you set aside at least one of all three Earthling types.&lt;br /&gt;
* Record your score and pass the dice to the next player.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
* The game end is triggered when one player reaches a total score of 25 points or more.&lt;br /&gt;
* Once this happens, the round is completed so that all players have had the same number of turns.&lt;br /&gt;
* At the end of that round, the player with the most points wins the game!&lt;br /&gt;
* In the case of a tie, each tied player rolls 6 of the Martian Dice, and the player who rolls more Death Rays wins!&lt;/div&gt;</summary>
		<author><name>Sergut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=14840</id>
		<title>Gamehelpregicide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=14840"/>
		<updated>2022-09-28T23:03:28Z</updated>

		<summary type="html">&lt;p&gt;Sergut: Clarification about royals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooperatively, all players are trying to defeat the twelve royals: the Jacks, followed by the Queens, followed finally by the Kings.&lt;br /&gt;
&lt;br /&gt;
Hand Size is 8-5 for 1-4 players respectively.&lt;br /&gt;
&lt;br /&gt;
==Royals==&lt;br /&gt;
&lt;br /&gt;
Jacks have 10 Attack and 20 Health.&lt;br /&gt;
&lt;br /&gt;
Queens have 15 Attack and 30 Health.&lt;br /&gt;
&lt;br /&gt;
Kings have 20 Attack and 40 Health.&lt;br /&gt;
&lt;br /&gt;
A royal&#039;s suit blocks the use of that power against it.&lt;br /&gt;
&lt;br /&gt;
==Turn Basics==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Play&#039;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
- Play 1 card; or&lt;br /&gt;
&lt;br /&gt;
- Play an Ace and another card together (Aces can be played on their own too); or&lt;br /&gt;
&lt;br /&gt;
- Play a group of matching number cards (except Aces) whose sum is 10 or less.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Activate&#039;&#039;&#039; the suit of the card(s) played &#039;&#039;(unless they match the Royal&#039;s suit, in which case the Royal blocks the activation)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Hearts&#039;&#039;&#039;: Return to the draw pile from the discard pile the value of the card (e.g. 4 of hearts would return 4 cards).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Diamonds&#039;&#039;&#039;: Draw cards in turn order to the value of the card, skipping players at max hand size.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Clubs&#039;&#039;&#039;: Double the damage inflicted on the Royal.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Spades&#039;&#039;&#039;: Reduce received damage by the value of the card for that Royal attack phase.&lt;br /&gt;
&lt;br /&gt;
3. Deal &#039;&#039;&#039;damage&#039;&#039;&#039; to the Royal equal to the total value of the card(s) played. If the damage exceeds the Health of the Royal, the Royal is defeated and placed on the Discard pile. The next Royal is then drawn from the Castle and faces the same player. &lt;br /&gt;
&lt;br /&gt;
4. If the Royal is still alive, they &#039;&#039;&#039;attack&#039;&#039;&#039; and you must discard cards whose value is equal or greater than the attack combined&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companions&#039;&#039;&#039; - Aces are Animal Companions. They have a value of 1 for the purposes of attack and taking damage. They &#039;&#039;can&#039;&#039; be played in combination with another card, and their suit will apply for both cards (if different): for example, when playing the 8 of Diamonds with the Animal Companion (Ace) of Clubs the total attack value is 9, 9 cards are drawn, and 18 damage is dealt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jester&#039;&#039;&#039; - Jesters have an attack value of 0 but they remove the suit of the royal when played. They also prevent the Royal from attacking the player. Finally, the next player to take a turn is chosen by the active player, rather than clockwise. Jesters have a value of 0 for the purposes of taking damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exact Damage&#039;&#039;&#039; - If a Royal is killed by an exact finishing value (e.g. a 3 when they have 3 life left) the card is placed onto the top of the Tavern pile (face down, ready to be drawn) rather than going to the Discard pile. Royals retain their attack value when players play them (J10, Q15, K20) and that is also the amount of damage they can take, same as normal cards (i.e. they do not have double health). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yielding&#039;&#039;&#039; - A player may choose to Yield (pass) entirely, not playing a card but skipping straight to step 4. A player may not Yield in solo, or if every other player has Yielded on their last turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding&#039;&#039;&#039; - Cards are only discarded once a Royal is defeated, this is mainly because any Spades played previously or by other players will stack. No other powers stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Communication&#039;&#039;&#039; - Players may not communicate to the other players any information which may reveal or suggest the contents of their hand. They may however remind other players of any public information such as how many cards they have in their hand, how many cards are left in the tavern, etc. Exception: after a Jester is played, and for the purpose of choosing the next player, the other players can say &amp;quot;I&#039;d like to go next&amp;quot; or &amp;quot;I&#039;d rather not go next&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game ends either:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; - The final King is killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; - A player is unable to defend an attack from a Royal or unable to play a card when the player cannot yield (because all the other players have yielded or in solo mode).&lt;/div&gt;</summary>
		<author><name>Sergut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=14798</id>
		<title>Gamehelpregicide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=14798"/>
		<updated>2022-09-22T21:17:56Z</updated>

		<summary type="html">&lt;p&gt;Sergut: Fixed a couple of errors related to what happens when Royals are defeated, how the Jester is played, and typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooperatively, all players are trying to defeat the twelve royals: the Jacks, followed by the Queens, followed finally by the Kings.&lt;br /&gt;
&lt;br /&gt;
Hand Size is 8-5 for 1-4 players respectively.&lt;br /&gt;
&lt;br /&gt;
==Royals==&lt;br /&gt;
&lt;br /&gt;
Jacks have 10 Attack and 20 Health.&lt;br /&gt;
&lt;br /&gt;
Queens have 15 Attack and 30 Health.&lt;br /&gt;
&lt;br /&gt;
Kings have 20 Attack and 40 Health.&lt;br /&gt;
&lt;br /&gt;
A royal&#039;s suit blocks the use of that power against it.&lt;br /&gt;
&lt;br /&gt;
==Turn Basics==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Play&#039;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
- Play 1 card; or&lt;br /&gt;
&lt;br /&gt;
- Play an Ace and another card together (Aces can be played on their own too); or&lt;br /&gt;
&lt;br /&gt;
- Play a group of matching number cards (except Aces) whose sum is 10 or less.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Activate&#039;&#039;&#039; the suit of the card(s) played &#039;&#039;(unless they match the Royal&#039;s suit, in which case the Royal blocks the activation)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Hearts&#039;&#039;&#039;: Return to the draw pile from the discard pile the value of the card (e.g. 4 of hearts would return 4 cards).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Diamonds&#039;&#039;&#039;: Draw cards in turn order to the value of the card, skipping players at max hand size.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Clubs&#039;&#039;&#039;: Double the damage inflicted on the Royal.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Spades&#039;&#039;&#039;: Reduce received damage by the value of the card for that Royal attack phase.&lt;br /&gt;
&lt;br /&gt;
3. Deal &#039;&#039;&#039;damage&#039;&#039;&#039; to the Royal equal to the total value of the card(s) played. If the damage exceeds the Health of the Royal, the Royal is defeated and placed on the Discard pile. The next Royal is then drawn from the Castle and faces the same player. &lt;br /&gt;
&lt;br /&gt;
4. If the Royal is still alive, they &#039;&#039;&#039;attack&#039;&#039;&#039; and you must discard cards whose value is equal or greater than the attack combined&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companions&#039;&#039;&#039; - Aces are Animal Companions. They have a value of 1 for the purposes of attack and taking damage. They &#039;&#039;can&#039;&#039; be played in combination with another card, and their suit will apply for both cards (if different): for example, when playing the 8 of Diamonds with the Animal Companion (Ace) of Clubs the total attack value is 9, 9 cards are drawn, and 18 damage is dealt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jester&#039;&#039;&#039; - Jesters have an attack value of 0 but they remove the suit of the royal when played. They also prevent the Royal from attacking the player. Finally, the next player to take a turn is chosen by the active player, rather than clockwise. Jesters have a value of 0 for the purposes of taking damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exact Damage&#039;&#039;&#039; - If a Royal is killed by an exact finishing value (e.g. a 3 when they have 3 life left) the card is placed onto the top of the Tavern pile (face down, ready to be drawn) rather than going to the Discard pile. Royals retain their attack value when players play them (J10, Q15, K20).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yielding&#039;&#039;&#039; - A player may choose to Yield (pass) entirely, not playing a card but skipping straight to step 4. A player may not Yield in solo, or if every other player has Yielded on their last turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding&#039;&#039;&#039; - Cards are only discarded once a Royal is defeated, this is mainly because any Spades played previously or by other players will stack. No other powers stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Communication&#039;&#039;&#039; - Players may not communicate to the other players any information which may reveal or suggest the contents of their hand. They may however remind other players of any public information such as how many cards they have in their hand, how many cards are left in the tavern, etc. Exception: after a Jester is played, and for the purpose of choosing the next player, the other players can say &amp;quot;I&#039;d like to go next&amp;quot; or &amp;quot;I&#039;d rather not go next&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game ends either:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; - The final King is killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; - A player is unable to defend an attack from a Royal or unable to play a card when the player cannot yield (because all the other players have yielded or in solo mode).&lt;/div&gt;</summary>
		<author><name>Sergut</name></author>
	</entry>
</feed>