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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-06T09:33:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelptobago&amp;diff=29385</id>
		<title>Talk:Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelptobago&amp;diff=29385"/>
		<updated>2026-04-12T12:59:55Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: Format question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How can we get the bullets to show correctly?&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29384</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29384"/>
		<updated>2026-04-12T12:54:42Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: Undo revision 29377 by Sheffield refugee (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
*The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
*The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
*The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
* exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29383</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29383"/>
		<updated>2026-04-12T12:53:42Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: Undo revision 29378 by Sheffield refugee (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
* The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
* The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
* The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
- play a clue card&lt;br /&gt;
- remove a treasure marker&lt;br /&gt;
- move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
- exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29382</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29382"/>
		<updated>2026-04-12T12:49:47Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: Undo revision 29379 by Sheffield refugee (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
* The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
* The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
* The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
- play a clue card&lt;br /&gt;
&lt;br /&gt;
- remove a treasure marker&lt;br /&gt;
&lt;br /&gt;
- move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
&lt;br /&gt;
- exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29381</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29381"/>
		<updated>2026-04-12T12:45:47Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: Undo revision 29380 by Sheffield refugee (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
* The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
* The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
* The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* ● play a clue card&lt;br /&gt;
* ● remove a treasure marker&lt;br /&gt;
* ● move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
* ● exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29380</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29380"/>
		<updated>2026-04-12T12:44:20Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* 3) Treasure sharing and amulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
* The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
* The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
* The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* * play a clue card&lt;br /&gt;
* * remove a treasure marker&lt;br /&gt;
* * move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet... BUT you can RAISE a treasure!)&lt;br /&gt;
* * exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29379</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29379"/>
		<updated>2026-04-12T12:39:21Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* 3) Treasure sharing and amulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
* The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
* The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
* The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* ● play a clue card&lt;br /&gt;
* ● remove a treasure marker&lt;br /&gt;
* ● move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
* ● exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29378</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29378"/>
		<updated>2026-04-12T12:18:20Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* 3) Treasure sharing and amulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
* The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
* The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
* The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
- play a clue card&lt;br /&gt;
&lt;br /&gt;
- remove a treasure marker&lt;br /&gt;
&lt;br /&gt;
- move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
&lt;br /&gt;
- exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29377</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=29377"/>
		<updated>2026-04-12T12:16:03Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Rules summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from your hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map they want to play their clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
* The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
* The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
* The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, they can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw their windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
Distribution of treasure cards: 2 x 10, 3 x 9, 4 x 11, 5 x 6, 6 x 3, curse x 2.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate clockwise on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
- play a clue card&lt;br /&gt;
- remove a treasure marker&lt;br /&gt;
- move their ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet.. BUT you can RAISE a treasure!)&lt;br /&gt;
- exchange the clue cards from their hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_harmonies&amp;diff=27928</id>
		<title>Bugsclarification harmonies</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_harmonies&amp;diff=27928"/>
		<updated>2026-01-02T17:59:58Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Spirit card points are incorrect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== River points are incorrect ==&lt;br /&gt;
Water point scoring is different on each side of the board. Which side are you using ?&lt;br /&gt;
&lt;br /&gt;
=== Side A: river length ===&lt;br /&gt;
Count the number of tokens from one end of the river to the other by the &#039;&#039;&#039;SHORTEST&#039;&#039;&#039; path, not the longest. If you think the score is wrong, take the beginning and the end of you best river, and count again how you can go from one to the other by the shortest path. Then score 2/5/8/11/15 for a chain of 2/3/4/5/6 blue tokens + 4 points for every additional token in the chain.&lt;br /&gt;
&lt;br /&gt;
=== Side B: zones delimited by blue tokens ===&lt;br /&gt;
Each space or group of spaces separated from each other by blue tokens forms an Island. You score 5 points for each island. You always have at least 1 island, even if you don’t create any separation using blue tokens&lt;br /&gt;
&lt;br /&gt;
== Spirit card points are incorrect ==&lt;br /&gt;
Whatever kind of points spirits give, they are never counted in the first column, that is reserved for basic points. As shown in the scoring sheet, spirit points are in the second column, with the white cube, written in white, to indicate that this is the spirit score&lt;br /&gt;
https://snipboard.io/wETG47.jpg&lt;br /&gt;
De E_xzzwDd a3 qq&lt;br /&gt;
&lt;br /&gt;
== I can only see the top token of each pile with Firefox ==&lt;br /&gt;
This is due to the option layout.css.has-selector.enabled not being enabled by default before version 129. The best solution is to update Firefox.&lt;br /&gt;
If you can’t update your Firefox, activate this option following this method:&lt;br /&gt;
stackoverflow.com/questions/73936048/how-do-you-enable-has-selector-on-firefox&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforestshuffle&amp;diff=27261</id>
		<title>Gamehelpforestshuffle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforestshuffle&amp;diff=27261"/>
		<updated>2025-11-09T21:44:36Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
In Forest Shuffle you create a habitat for flora and fauna to thrive. Plant trees and synergize your cards to earn the most points before winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn Actions===&lt;br /&gt;
&lt;br /&gt;
Choose between one of two options:&lt;br /&gt;
&lt;br /&gt;
1) Draw two cards from the clearing and/or deck and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
~ Your hand limit is 10 cards. You can&#039;t take the draw action if you already have 10 cards. If you have 9 cards, you may only draw 1 card.&lt;br /&gt;
&lt;br /&gt;
2) Play one card from your hand: pay its cost by discarding cards from your hand, then place the chosen card in the forest and carry out its effect.&lt;br /&gt;
&lt;br /&gt;
~ If your discard cause there to be 10 or more cards in the clearing, all cards in the clearing are removed at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
BONUS ACTION: Some cards give a special effect if ALL of the cards you pay with show the matching leaf symbol. The bonus action and required symbols will be on the bottom left of the card. On split cards, only one half of the card must bear the symbol.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
There are 3 types of cards: Trees, Forest Dwellers, and Winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TREE CARDS depict a single Tree. To plant a tree in the forest, simply pay its cost. The cost amount shown in the brown rectangle at the top left of the card. To pay it, place a number of cards from your hand into the clearing equal to the cost.&lt;br /&gt;
&lt;br /&gt;
~ Trees cards provide a slot on each side (top, bottom, left, right) for you to add forest dwellers. Only 1 forest dweller per slot, unless the card says otherwise.&lt;br /&gt;
&lt;br /&gt;
~ Each time you play a tree, a card from the deck is added to the Clearing.&lt;br /&gt;
&lt;br /&gt;
~ Note that ANY card in your hand may be placed face-down in the forest as a TREE SAPLING. These work exactly like a tree but do not belong to a tree species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOREST DWELLER CARDS are split. They depict two creatures on them, but only ONE of them may be played. These are the animals, plants, insects and mushrooms that you can add to the forest.&lt;br /&gt;
&lt;br /&gt;
~ To play a forest dweller, select an empty slot on a tree for the desired half of the card, then discard cards from your hand into the clearing equal to the cost.  &lt;br /&gt;
&lt;br /&gt;
~ Once a forest dweller is slotted onto a tree, the other half of the card is now hidden. Only the effects of the visible forest dweller may trigger.&lt;br /&gt;
&lt;br /&gt;
WINTER CARDS:&lt;br /&gt;
&lt;br /&gt;
When you have drawn the top 2/3rds of the deck the first WINTER CARD will be revealed. The other two WINTER CARDS were previously shuffled into the remainder of the deck and serve as a random end timer. When the 3rd winter card is drawn, the game ends immediately! You may not finish your turn.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
Total the points of all visible cards in your forests, plus one point per card you hid in your cave (if any). None of their effects trigger.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolstis&amp;diff=26789</id>
		<title>Gamehelpsolstis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolstis&amp;diff=26789"/>
		<updated>2025-10-09T12:11:27Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Fireflies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Game Round ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a tile from your hand and check if a capture is taking place.&lt;br /&gt;
&lt;br /&gt;
- If the value or color of this tile matches that of one of the face-up tiles in the queue, that map in the queue is captured. If more than one tile is snappable, you can only capture one of them. The played and captured tiles are then placed on their location in the mountain panorama. If there was a face-down tile underneath the captured tile, it is turned face up.&lt;br /&gt;
&lt;br /&gt;
- Second chance: If no capture is possible with the selected tile, it is placed in the queue, face up. Then, draw a tile from the deck to attempt a new capture. If possible, a capture is made in the same way.&lt;br /&gt;
&lt;br /&gt;
- If the drawn tile still doesn&#039;t allow capture, it&#039;s added to the queue, face up, and you earn a rainbow tile. Place this tile in any empty location of your choice in your panorama, so long as it is next a tile you already have in your panorama. If it is the first turn of the game and you get a rainbow, it may go anywhere.&lt;br /&gt;
&lt;br /&gt;
You finish your turn by drawing a panorama tile.&lt;br /&gt;
&lt;br /&gt;
Note: If you later retrieve a tile that corresponds to a position where a rainbow is located:&lt;br /&gt;
&lt;br /&gt;
- If the rainbow is stuck under a spirit, the panorama tile is discarded;&lt;br /&gt;
&lt;br /&gt;
- If the rainbow is free, you can move the rainbow somewhere else and place the panorama tile in its location.&lt;br /&gt;
&lt;br /&gt;
== Spirits ==&lt;br /&gt;
&lt;br /&gt;
You may encounter one spirit per turn, if you have formed a square of 4 panorama tiles. During a meeting, you can:&lt;br /&gt;
&lt;br /&gt;
- Meet 1 spirit face up, next to the spirit pickaxe; or&lt;br /&gt;
&lt;br /&gt;
- Draw 2 spirits face down, meet 1 of them and place the other face up next to the pickaxe.&lt;br /&gt;
&lt;br /&gt;
The spirit encountered is placed in the center of the square newly formed by the panorama tiles.&lt;br /&gt;
&lt;br /&gt;
Be careful, even if you make several squares in your panorama during the same game turn, you can only encounter one Spirit on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Blue: ====&lt;br /&gt;
Blue spirits have an end game effect that usually awards points. &lt;br /&gt;
&lt;br /&gt;
Bee: +1 point for every Spirit with a plain background in your panorama.&lt;br /&gt;
&lt;br /&gt;
Ladybug: +1 point every Fire symbol that has not been lit.&lt;br /&gt;
&lt;br /&gt;
Wolf: +1 point for each separate panorama section (even those made of a single tile). &lt;br /&gt;
&lt;br /&gt;
Squirrel: At the end of the game, before you calculate the scores, add all the tiles you have remaining in your hand to your panorama. This does not generate new Spirits.&lt;br /&gt;
&lt;br /&gt;
Bird: +1 point for every Spirit with a blue background in your panorama, except this one.&lt;br /&gt;
&lt;br /&gt;
Frog: +1 point for every Rainbow tile in your panorama.&lt;br /&gt;
&lt;br /&gt;
Moth:  +1 for every lit Fire symbol&lt;br /&gt;
&lt;br /&gt;
==== Plain: ====&lt;br /&gt;
Plain Spirits have an immediate effect. &lt;br /&gt;
&lt;br /&gt;
Fish: Pick up a Rainbow tile and place it in your panorama.&lt;br /&gt;
&lt;br /&gt;
Deer: Add a tile from your hand to your panorama. You draw 2 tiles at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Eagle: Add a tile drawn at random from the Land draw pile to your panorama. &lt;br /&gt;
&lt;br /&gt;
Bear: Draw a Land tile (you’ll therefore have one extra tile in your hand during play).&lt;br /&gt;
&lt;br /&gt;
Fly: Add a tile to your panorama that you’ve randomly selected from your opponent’s hand. Your opponent takes a new tile from the Land draw pile in compensation, if there are any left.&lt;br /&gt;
&lt;br /&gt;
Beetle: Add a face-up tile of your choice from the display to your panorama.&lt;br /&gt;
 &lt;br /&gt;
Marmot: Finish your turn, then play another full turn (so you get 2 turns).&lt;br /&gt;
&lt;br /&gt;
==== Evil Sprit: ====&lt;br /&gt;
Evil Spirit: Get another Spirit to give this Evil Spirit to your opponent. At the end of the game, the player with the Evil Spirit has to use it to cover one of their own Spirits, as chosen by their opponent.&lt;br /&gt;
==Endgame==&lt;br /&gt;
&lt;br /&gt;
When the panorama deck is depleted, players continue to take turns, as long as they can capture with a tile in hand. If you can&#039;t take a tile, you have to pass. The game ends when both players have passed.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
In your largest contiguous tile area, each panorama tile earns 1 star. Rainbow cards can be used to expand your area, but they don&#039;t earn points in this context.&lt;br /&gt;
&lt;br /&gt;
Each tile with a fire icon, which can be connected by a continuous path of tiles to the bottom line, is worth 1 star.&lt;br /&gt;
&lt;br /&gt;
Every spirit is worth 1 star, with some spirits worth extra stars at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Firefly Expansion ==&lt;br /&gt;
The Firefly Expansion adds Fireflies, 4 new Spirits, and changes how the Evil Spirit works.&lt;br /&gt;
&lt;br /&gt;
=== Fireflies ===&lt;br /&gt;
During your turn, after you formed and selected a square of 4 panorama tiles and met a spirit, &#039;&#039;any/every other&#039;&#039; square of 4 panorama tiles you made during that turn are given a &amp;quot;firefly&amp;quot; token.&lt;br /&gt;
&lt;br /&gt;
Fireflies score like lit fires do, i.e. if from where it is, there is a continuous path to the bottom of board, they are each worth +1 point.&lt;br /&gt;
&lt;br /&gt;
If you manage to get 4 Fireflies on you board at once; however, you immediately win the game! &lt;br /&gt;
&lt;br /&gt;
=== New Spirits ===&lt;br /&gt;
&lt;br /&gt;
==== Blue: ====&lt;br /&gt;
Holy Cow: +1 point for each Land tile in the &#039;&#039;second&#039;&#039;-biggest group in your panorama.&lt;br /&gt;
&lt;br /&gt;
Pheonix: +1 point for every Firefly in your panorama (regardless of whether they are &amp;quot;lit&amp;quot; like fires).&lt;br /&gt;
&lt;br /&gt;
==== Plain: ====&lt;br /&gt;
Viper: Take an isolated Land tile from your opponent’s panorama and add it to yours. If your opponent has no isolated tile, the effect is lost.&lt;br /&gt;
&lt;br /&gt;
Fox: Your opponent reveals their hand. You choose one of those Land tiles which they MUST play on their next turn. Then he takes his tiles back in hand.&lt;br /&gt;
&lt;br /&gt;
=== Evil Spirit ===&lt;br /&gt;
The Evil Spirit now goes directly on the opponent&#039;s board. When placing the Evil Spirit &amp;quot;rainbow&amp;quot; rules apply. i.e. it may be placed anywhere on an opponent&#039;s board next to wherever they already have a tile.&lt;br /&gt;
&lt;br /&gt;
The Evil Spirit blocks the tile it is on. No other tile or rainbow may be placed on top of the Evil Spirit. It does not &amp;quot;join&amp;quot; different contiguous tile areas together. &lt;br /&gt;
&lt;br /&gt;
To get rid of it you must first get another spirit, only after the new spirits effects are resolved and your turn is ending can you remove the Evil Spirit and place it on your opponent&#039;s panorama.&lt;br /&gt;
&lt;br /&gt;
The Evil Spirit no longer blocks any other spirit for end game scoring.&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_patchwork&amp;diff=24571</id>
		<title>Tips patchwork</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_patchwork&amp;diff=24571"/>
		<updated>2025-04-03T11:49:08Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Passing multiple times for both players (advanced) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
* Patchwork seems like a simple game of placing Tetris-like pieces into a grid by paying for them with buttons. &lt;br /&gt;
* However, it&#039;s complex in that you have to balance the time vs. the cost to get a piece.&lt;br /&gt;
* Use up too much time you will have an unfinished quilt, costing you -2 points per empty space.&lt;br /&gt;
* Spend too much at the wrong time you could get button poor and be forced to jump when you don&#039;t want to. &lt;br /&gt;
&lt;br /&gt;
== Some key things to consider ==&lt;br /&gt;
&#039;&#039;&#039;Evaluating Pieces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Not all pieces are created equal&#039;&#039;.  &lt;br /&gt;
* There are 5 metrics to evaluate a piece on which include: button cost, time cost, button income, number of squares, and ease of fit&lt;br /&gt;
* All of these are easily quantified except ease of fit, but this is a crucial metric because the most efficient pieces (minimum cost, maximum squares/income) are the ones that seem hardest to fit into your quilt&lt;br /&gt;
* Takeaway: pick the most efficient pieces early in the game while you have plenty of time to fit other pieces around them&lt;br /&gt;
&lt;br /&gt;
==== Patches with buttons ====&lt;br /&gt;
&lt;br /&gt;
* Getting patches with buttons early is &#039;&#039;&#039;critical&#039;&#039;&#039;.&lt;br /&gt;
* You get more buttons when you pass one of the 9 buttons spots on the board, so the early you get them the more buttons you will get over the course of the game.&lt;br /&gt;
* &#039;&#039;For example:&#039;&#039; if you get a two-button patch in your first turn it will pay off with 18 buttons!&lt;br /&gt;
* But getting it later will have diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Jumping ====&lt;br /&gt;
&lt;br /&gt;
Jumping over an opponent and losing time to get buttons is &#039;&#039;&#039;sometimes&#039;&#039;&#039; a good thing:&lt;br /&gt;
*• Early in the game, it allows you to get more buttons (money) early and buy better pieces (i.e., pieces with more buttons on them) earlier in the game.&lt;br /&gt;
*• For why this is good refer to &#039;&#039;&#039;[[#Patches_with_buttons|Patches with buttons]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If you do jump over an opponent, try to do it between buttons spots on the board, jumping over an opponent between button spots so you can buy the patch with buttons is preferred. Jumping over button spot misses a chance to buy a piece and get the buttons from it. &lt;br /&gt;
&lt;br /&gt;
==== Sides ====&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to leave an opening on the sides of the board, you can likely get a patch to fill it later, and you will not likely fill all your board anyway. This helps you avoid placing a piece in a bad spot because you are trying to fill every space - bad placement will then get you into trouble later when the board is tighter. &lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Some prefer to start from the bottom up, or a corner up, as they find it easier to fill the board. Others work from the center out. Figure out what works for you!&lt;br /&gt;
&lt;br /&gt;
==== 7×7 bonus ====&lt;br /&gt;
&lt;br /&gt;
Getting the 7×7 bonus for 7 points is &#039;&#039;&#039;great&#039;&#039;&#039;. &#039;&#039;However&#039;&#039;, going for it at the cost of not filling your board or bad placement which will make it hard to fill your board later will likely result in a loss anyway.&lt;br /&gt;
&lt;br /&gt;
Remember, it&#039;s -2 points for empty spaces, so the 7 point bonus only pays for 3.5 empty spaces, so getting the bonus but ending up with 6 openings for -12 points is counterproductive.  It should be noted, if your opponent can achieve it, that this tile is equal to a 14 point swing.&lt;br /&gt;
==== Passing in purpose ====&lt;br /&gt;
&lt;br /&gt;
Passing is totally fine early on. You really want economy and that can be at the cost of passing a lot.&lt;br /&gt;
&lt;br /&gt;
Even if you really want a tile, check if your opponent could do something about it if you passed. If he can&#039;t, then you got the option to pass, which if you plan to take a slow tile or could have few economy after picking can be extremely bad. If you take a 6speed tile and have no button left, then your opponent know you will be forced to pass during your next turn which can be bad. If they put themselves in your tile and take a 6 speed tile, then not only you will be forced to pass for 7 speed, but the opponent will get another choice first.&lt;br /&gt;
&lt;br /&gt;
==== Passing multiple times for both players (advanced) ====&lt;br /&gt;
&lt;br /&gt;
If both players keep passing, then the game gives the advantage to one player. That player will get all the timing before all economy gain, and will get all the extra buttons. At the start of the game, if both players keep passing, then the player who will not be on that case (will not get the extra buttons) must do something at one point to break that situation.&lt;br /&gt;
&lt;br /&gt;
The more both players pass, the less economy is important and the more filling the space is critical.&lt;br /&gt;
&lt;br /&gt;
You can play around that: If you have more or equal economy (or slightly less), and have your board more filled than the opponent, then you are in a position of strength. If both players keep passing each other you should win. Which means if you put the game in a position where the next 3 pieces are without buttons and have at least 2 on speed (that can be because the 4th next tile is great), you are in a position of strength. Then you are guaranteed to get the better tile.&lt;br /&gt;
&lt;br /&gt;
If you manage to have -2 economy compared to the opponent but have more of your board filled, you could still be in a position of strength. Depending of how much you advance here, which can force the opponent to take a high cost tile, you may be able to take most of the cheap tiles resulting in a win with low economy.&lt;br /&gt;
&lt;br /&gt;
If you are in a weak position, you can usually break the constant passing in one of two ways. Either just before a gain of economy (and take an economy tile) to gain the extra economy from the tile you bought, or right before an extra tile to fill a gap in your board, or when you feel that the 0 economy tile increased a lot in value.&lt;br /&gt;
&lt;br /&gt;
This is really important to understand if after your pass, your opponent can pass too and leave you in a worse position compared to if you hadn&#039;t passed. Or if it&#039;s not the case and you could pass 10 times in a row.&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=22211</id>
		<title>Gamehelpbuttons</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=22211"/>
		<updated>2024-08-18T08:49:52Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: Two player games have slightly different rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game ends when one player has a connected line of 5 stars either horizontally or vertically (not diagonally) or when a player reaches 12 stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setup&#039;&#039;&#039;:&lt;br /&gt;
&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). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each round&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
With the exception of the first round the players will pass their designated bonus colour token to the next person in a clockwise order &lt;br /&gt;
&lt;br /&gt;
Each player will then take their turn in clockwise order starting with the player that has the red designated bonus colour token&lt;br /&gt;
&lt;br /&gt;
* On their turn the current player can either roll the one white die with gold pips and 5 black dice (one with gold pips) or if they have placed at least one button on their board they can choose to opt out&lt;br /&gt;
* if the current player opts out they take one of the black dice (without the gold pips) and forfeit placing buttons for the remainder of the round, any remaining players will have 1 less black die available to roll. (Two less black dice for 2 player games.)&lt;br /&gt;
* If the current player rolls then if possible the player combines the white die for the row and a black die for the column and places a button on the corresponding intersection on their board IF there is NO button, star, or a button orthogonal to this intersection on their player board &lt;br /&gt;
* if there is no valid intersection to place a button then the player &amp;quot;busts out&amp;quot;, all buttons they placed this round are removed from their player board, forfeits placing more buttons, and 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;
* The other players MAY use the combination of the white die for the row and the black die with the gold pip for the column to place a button on the corresponding intersection as long as there is NO button, star, or a button orthogonal to this intersection on their player board.&lt;br /&gt;
* Once every player has made their placement decisions, the dice are handed to the next player in clockwise order start their turn. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;End of each round&#039;&#039;&#039;:&lt;br /&gt;
&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 colour that you covered with at least 3 buttons during your turn &#039;&#039;(N.B. more than 3 buttons do not provide any further points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(3) A bonus star is awarded for each of your bonus colours that you covered with at least 3 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 and the next round is started.  &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;
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;
&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the BGA implementation: 100 points are awarded for connecting 5 stars in a row, so the game simply ends when someone has 12 or more points.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=21370</id>
		<title>Gamehelpdragonheart</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=21370"/>
		<updated>2024-05-28T09:44:36Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Summary==&lt;br /&gt;
Dragonheart is a two player card game where the goal is to collect as many points as possible by placing your cards on the board and collecting the cards already placed there. There are 9 different cards, each with their own rules as to which cards can be collected when they are placed down.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
To have the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
At the start of the game, each player takes five cards from their deck and the Great Dragon piece is put on the board.&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
Players alternate turns, putting down and picking up cards. A player may choose to put down as many cards of the same type as they want to. The cards get placed on their corresponding picture on the game board. Depending on what was placed, a player may take cards from the board to put in their pile, or move cards to the bottom of the board, below the ship. &lt;br /&gt;
&lt;br /&gt;
There are nine types of cards in the game. Cards have a point value to them listed as a number in the corner (unrelated to what type of card it is). Arrows on the board indicate which cards take which others. The nine cards are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Treasure Chest&#039;&#039;: Placing this card has no effect. (This pile can be taken by a fire dragon or sorceress.)&lt;br /&gt;
* &#039;&#039;Petrified Dragon&#039;&#039;: Placing this card has no effect. (This pile can be taken by the sorceress.)&lt;br /&gt;
* &#039;&#039;Fire Dragon&#039;&#039;: Placing this card allows the player to take the treasure chest pile.&lt;br /&gt;
* &#039;&#039;Huntress&#039;&#039;: The player who places the third huntress card takes all fire dragon cards from the board. At that point, the three huntress cards are moved to the bottom of the board, below the ship.&lt;br /&gt;
* &#039;&#039;Sorceress&#039;&#039;: Placing a sorceress allows the player to take either the petrified dragon pile, or the treasure pile. Taking the petrified dragon cards (if there are any on the board) gives the player possession of the Great Dragon.&lt;br /&gt;
* &#039;&#039;Troll&#039;&#039;: Placing this card allows the player to take the sorceress pile.&lt;br /&gt;
* &#039;&#039;Knight&#039;&#039;: The player who places the second knight card may choose to take either the sorceress or troll pile. Afterwards, the two knight cards are moved to the bottom of the board, below the ship.&lt;br /&gt;
* &#039;&#039;Ship&#039;&#039;: The third ship card placed allows the player to take all the knight and huntress cards which were moved to the bottom of the board. The ship cards are then discarded: the third time that this happens, the game ends after the opponent has taken one final turn.&lt;br /&gt;
* &#039;&#039;Dwarf&#039;&#039;: The player who places the fourth dwarf on the board takes all four of the dwarf cards. (No other card allows a player to take a dwarf.)&lt;br /&gt;
&lt;br /&gt;
Possession of the Great Dragon piece gives the player an extra card, plus three extra points at the end of the game. If the dragon is taken from an opponent, then that opponent&#039;s hand is reduced to five cards again: a random card is removed from the hand and placed back on top of their deck.&lt;br /&gt;
&lt;br /&gt;
==End==&lt;br /&gt;
The game ends when all nine ship cards have been used, or one player&#039;s deck is exhausted. At that point, each player adds the value of all the cards in their respective piles, plus 3 extra points to whomever has the Great Dragon piece. Whoever has the most points, wins the game. In case of a tie, the player with the Great Dragon wins.&lt;br /&gt;
&lt;br /&gt;
==Card Distribution in each deck for each player==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dwarf&#039;&#039;: 10 - (1,1,1,1,1,1,2,2,2,3)&lt;br /&gt;
* &#039;&#039;Huntress&#039;&#039;: 6 - (1,1,1,1,2,2)&lt;br /&gt;
* &#039;&#039;Fire Dragon&#039;&#039;: 4 - (2,3,3,4)&lt;br /&gt;
* &#039;&#039;Treasure Chest&#039;&#039;: 7 - (1,1,2,2,3,3,4)&lt;br /&gt;
* &#039;&#039;Troll&#039;&#039;: 3 - (1,2,3)&lt;br /&gt;
* &#039;&#039;Knight&#039;&#039;: 5 - (1,1,1,1,2)&lt;br /&gt;
* &#039;&#039;Petrified Dragon&#039;&#039;: 5 (2,2,2,2,2)&lt;br /&gt;
* &#039;&#039;Sorceress&#039;&#039;: 4 - (1,1,2,2)&lt;br /&gt;
* &#039;&#039;Ship&#039;&#039;: 6&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapefromthehiddencastle&amp;diff=19976</id>
		<title>Gamehelpescapefromthehiddencastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapefromthehiddencastle&amp;diff=19976"/>
		<updated>2024-02-09T17:06:48Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Bring your guests to the castle&#039;s rooms to avoid the banishing of Hugo, so that you will be the one with the least spooky points.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
This Game is currently broken by placing the characters on the highest spooky steps when Hugo catches them.&lt;br /&gt;
===Setup===&lt;br /&gt;
* Each player starts with a number of &amp;quot;guests&amp;quot; as follows:&lt;br /&gt;
: 2 players = 6 &amp;quot;guests&amp;quot; each&lt;br /&gt;
: 3 players = 5 &amp;quot;guests&amp;quot; each&lt;br /&gt;
: 4 players = 4 &amp;quot;guests&amp;quot; each&lt;br /&gt;
: 5 players = 3 &amp;quot;guests&amp;quot; each&lt;br /&gt;
: 6-8 players = 2 &amp;quot;guests&amp;quot; each&lt;br /&gt;
* Each player starts with 10 Spooky Points (you don&#039;t want these) which are indicated by the appropriately colored token on the outside edge of the board.&lt;br /&gt;
* Hugo&#039;s speed (movements per turn) starts at 3 and is indicated by the blue clocks in the upper right of the board.  (If they get faster than 7, the game is over!)&lt;br /&gt;
* Hugo&#039;s figure is placed on +10 in the cellar (but remember, Spooky Points are bad so +10 of them isn&#039;t good).&lt;br /&gt;
* Each player, starting with the first player and continuing &amp;quot;clockwise&amp;quot;, places one of their guests on any &#039;&#039;free&#039;&#039; gallery space until all guests are placed in the gallery.&lt;br /&gt;
&lt;br /&gt;
===On Your Turn===&lt;br /&gt;
* Roll the die, which has faces 1-2-Ghost-4-5-Ghost (anything divisible by 3 is a ghost).&lt;br /&gt;
* If Ghost is rolled on the die, Hugo gets to move (see below) INSTEAD of one of your guests.&lt;br /&gt;
* If a number is rolled, you MUST move one of your guests clockwise the number of spaces indicated (unless entering a room).  You cannot pass your turn so if you have no guests in the gallery then you MUST move a guest out of a room or out of the cellar.  You MAY pass or land on the same gallery square as another guest.&lt;br /&gt;
* You can safely pass THROUGH Hugo and not be captured. However, if your guest STOPS on the same space as Hugo, they are captured.&lt;br /&gt;
* Guests in a room start their steps INSIDE the room (so the first step gets them out of the room).&lt;br /&gt;
* The cellar is like a very long room in that it takes only ONE move to get to the arrow at the top of the stairs no matter how far down the stairs the guest started (in other words, a roll of 1 will get you to the &amp;quot;arrow&amp;quot; square in the gallery from anywhere in the cellar).&lt;br /&gt;
&lt;br /&gt;
===Rooms===&lt;br /&gt;
* You can start moving your guests into rooms ONLY when Hugo is in the gallery (otherwise the guests won&#039;t have any reason to be afraid).  :-)&lt;br /&gt;
* Rooms may be entered only by the doors to the gallery (indicated by an arch on the gallery floor).&lt;br /&gt;
:Note: It takes a move to step from the gallery into a room!&lt;br /&gt;
* Rooms with a &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; coat of arms / shield (the Library and Laundry rooms on the top) or no other guest in them may be entered with AT LEAST the required number of moves.&lt;br /&gt;
* Rooms with a &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; coat of arms / shield (the Trophy Room and Playroom on the bottom) or another guest in them may be entered ONLY with an EXACT number of moves.&lt;br /&gt;
:Note: Rooms with coats of arms (shields) are worth positive or negative Spooky Points as indicated on the coat of arms. Remember, Spooky Points are BAD so &#039;&#039;negative&#039;&#039; Spooky Points is a good thing.&lt;br /&gt;
* If your guest moves into an occupied room, the guest already in there is expelled to the gallery and can re-enter (expelling you) by rolling a 1 or working their way around the gallery and back to the room.&lt;br /&gt;
* If you choose to leave a room, it takes one move to get back into the gallery - so if you&#039;re in a room and roll a 1 you can only step back out to the gallery and not progress any further around the board.&lt;br /&gt;
&lt;br /&gt;
===Hugo&#039;s Movement===&lt;br /&gt;
* If the Hugo symbol is rolled, Hugo moves a number of steps clockwise according to their speed counter (blue clocks in the upper right), starting with 3.&lt;br /&gt;
* If Hugo passes or stops at a space with a guest, that guest is captured and put on the LOWEST (+3 Spooky Point) open step in the cellar.  If all cellar steps are full, captives go to the BOTTOM (+10) step of the cellar.  Ouch!&lt;br /&gt;
* If multiple guests are on a square, all of them are captured and placed on the same step in the cellar and the owners of the captured guests receive the appropriate Spooky Points for that cellar step.&lt;br /&gt;
* Hugo ALWAYS takes all their moves, so it&#039;s possible they may capture multiple guests on multiple gallery squares in a single turn.&lt;br /&gt;
* Each time Hugo moves onto the arrow (at the top of the cellar stairs), their speed counter (blue clocks in the upper right) is increased and they start moving the new number of steps on their NEXT move.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
* The game ends when either a person reaches at least 46 Spooky Points OR Hugo passes the arrow when their speed is 7.&lt;br /&gt;
* The player with the LEAST Spooky Points wins.&lt;br /&gt;
&lt;br /&gt;
===Board Game Arena Notes===&lt;br /&gt;
* The standard &amp;quot;player score&amp;quot; section of Board Game Arena will show a player&#039;s Spooky Points as a NEGATIVE number despite most of the values on board showing as a &amp;quot;+&amp;quot;.  This means the player with the LEAST NEGATIVE score is the winner.&lt;br /&gt;
* It is unclear how Board Game Arena handles a tie in Hugo, but it is assumed that all players with the lowest number of Spooky Points get to SHARE the win.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Midnight Party===&lt;br /&gt;
* The game consists of three rounds, no matter what.&lt;br /&gt;
* Hugo always move 3 steps, unless there are 7-8 players, then they move 2.&lt;br /&gt;
* Guests cannot be expelled from rooms. They also cannot leave the cellar.&lt;br /&gt;
* If you have no guests on the gallery, you still roll the dice, but cannot move.&lt;br /&gt;
* A round ends when all rooms are occupied or there are no guests on the gallery.&lt;br /&gt;
* After a round, guests in rooms move into the doors. Guests in cellars are placed one by one, starting from -10.&lt;br /&gt;
* Hugo is placed back onto -10 and the player with the most spooky points becomes the first player.&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=12116</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=12116"/>
		<updated>2022-03-01T18:54:29Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Curse Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== For translators ==&lt;br /&gt;
&lt;br /&gt;
Please don&#039;t touch the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and text between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (brackets). &lt;br /&gt;
&lt;br /&gt;
For card names, brackets contain the hexadecimal colour of names. This will specify the colour from this tag until the end, or until colour is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code in the HEX field of the [https://www.google.com/search?q=colour+picker Google colour picker] &lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
* You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
* Your rampage brings you glory in the form of Victory Points (blue stars).&lt;br /&gt;
* To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
* Or, get your claws out and eliminate your enemies.&lt;br /&gt;
* The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
* On the first Roll, 6 dice are rolled.&lt;br /&gt;
* For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
* For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
* After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
===Resolve Dice===&lt;br /&gt;
&lt;br /&gt;
* Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
====Victory points (dice 1, 2 and 3)====&lt;br /&gt;
&lt;br /&gt;
* If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
* Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
==== Energy (lightning bolt die) ====&lt;br /&gt;
&lt;br /&gt;
* Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
==== Heal (heart die) ====&lt;br /&gt;
&lt;br /&gt;
* If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
* If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
==== Smash (hand die) ====&lt;br /&gt;
&lt;br /&gt;
* Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
* If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.&lt;br /&gt;
* If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
* These Monsters can then decide to Yield and leave Tokyo or stay.&lt;br /&gt;
** Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
* Each smash die results in losing one Life Point.&lt;br /&gt;
* If a Monster loses their last Life Point, they are eliminated.&lt;br /&gt;
* If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
* &#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
=== Enter Tokyo ===&lt;br /&gt;
&lt;br /&gt;
* If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
* You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
* No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
==== 5/6 players ====&lt;br /&gt;
&lt;br /&gt;
* With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay.&lt;br /&gt;
* Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”.&lt;br /&gt;
* Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
* Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
==== Being in Tokyo (Tokyo City or Tokyo Bay) ====&lt;br /&gt;
&lt;br /&gt;
Advantages and disadvantages:&lt;br /&gt;
* You gain 1 victory point when you enter Tokyo.&lt;br /&gt;
* You gain 2 victory points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
=== Buy Power cards ===&lt;br /&gt;
&lt;br /&gt;
* You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
* &#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
* You can also spend 2 energy to sweep all three face-up cards to the discard.&lt;br /&gt;
** Then reveal three new Power cards from the deck.&lt;br /&gt;
** They are immediately available for purchase.&lt;br /&gt;
* &#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power cards can be one of two different types:&lt;br /&gt;
# &#039;&#039;&#039;Keep:&#039;&#039;&#039; Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).&lt;br /&gt;
# &#039;&#039;&#039;Discard:&#039;&#039;&#039; Resolve these cards immediately, then discard them.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
&lt;br /&gt;
* Certain Power card effects activate at the end of your turn.&lt;br /&gt;
* Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game == &lt;br /&gt;
&lt;br /&gt;
* The monster that first reaches 20 points or reduces all other monsters to 0 health is crowned King of Tokyo.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win.&lt;br /&gt;
* If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
&lt;br /&gt;
* If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
&lt;br /&gt;
* The Monsters of the players seated to your left and right each lose 1 heart.&lt;br /&gt;
** They lose this heart even if they are in the same place as you.&lt;br /&gt;
* If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
&lt;br /&gt;
* Mimic copies the effects of a card as if it had just been played (with tokens, for example).&lt;br /&gt;
* If the copied card is discarded, Mimic no longer has an effect and you take back the associated token.&lt;br /&gt;
* You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
&lt;br /&gt;
* Poison and Shrink tokens stay even if their associated cards are discarded.&lt;br /&gt;
* You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
&lt;br /&gt;
* Discarding your Keep cards happens in the End of Turn step.&lt;br /&gt;
** You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== 2 players ===&lt;br /&gt;
&#039;&#039;This option is activated by default.&#039;&#039;&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Halloween ===&lt;br /&gt;
* Halloween version adds new Costume cards.&lt;br /&gt;
** Players choose one costume card at the beginning of the game.&lt;br /&gt;
* It is possible to have multiple Costume cards, as the unused Costume cards are shuffled on the deck, and can be bought like any other card.&lt;br /&gt;
* When a player rolls 3 smashes of more, they can steal Costume cards from the players they damage (paying them the cost).&lt;br /&gt;
** They can steal several cards, from different players, in the same turn.&lt;br /&gt;
* Smash damage still applies when stealing cards is used.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Battle of the Gods (part I) adds Cultists.&lt;br /&gt;
* After resolving your dice, if you rolled four identical faces, take a Cultist tile.&lt;br /&gt;
* At any time, you can discard one of your Cultist tiles to gain either: 1 heart, 1 energy, or one extra Roll.&lt;br /&gt;
&lt;br /&gt;
=== Tokyo Tower ===&lt;br /&gt;
* Nature vs. Machine (part I) adds Tokyo Tower.&lt;br /&gt;
* Claim a tower level by rolling at least &amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot; while in Tokyo.  &lt;br /&gt;
* Monsters who control one or more levels gain the bonuses at the beginning of their turn: 1 Heart for the bottom level, 1 Heart and 1 Energy for the middle level (the bonuses are cumulative).  &lt;br /&gt;
* Claiming the top level automatically wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Curse Cards ===&lt;br /&gt;
* Battle of the Gods (the revenge) adds Curses.&lt;br /&gt;
* There is always a curse in play, which affects all players.&lt;br /&gt;
* Roll the fate dice with the other dice on your turn. It is activated before your other dice.&lt;br /&gt;
* Eye means replace the curse, river means nothing happens, ankh means activate the blessing, snake means activate the snake effect.&lt;br /&gt;
* Some cards uses the golden scrab, which starts belonging to the player who will play last.&lt;br /&gt;
&lt;br /&gt;
== Card combinations ==&lt;br /&gt;
&lt;br /&gt;
* If you have any doubt about card combinations, you can &amp;lt;b&amp;gt;[https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM check these answers]&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=12115</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=12115"/>
		<updated>2022-03-01T18:53:42Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Smash (hand die) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== For translators ==&lt;br /&gt;
&lt;br /&gt;
Please don&#039;t touch the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and text between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (brackets). &lt;br /&gt;
&lt;br /&gt;
For card names, brackets contain the hexadecimal colour of names. This will specify the colour from this tag until the end, or until colour is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code in the HEX field of the [https://www.google.com/search?q=colour+picker Google colour picker] &lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
* You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
* Your rampage brings you glory in the form of Victory Points (blue stars).&lt;br /&gt;
* To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
* Or, get your claws out and eliminate your enemies.&lt;br /&gt;
* The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
* On the first Roll, 6 dice are rolled.&lt;br /&gt;
* For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
* For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
* After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
===Resolve Dice===&lt;br /&gt;
&lt;br /&gt;
* Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
====Victory points (dice 1, 2 and 3)====&lt;br /&gt;
&lt;br /&gt;
* If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
* Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
==== Energy (lightning bolt die) ====&lt;br /&gt;
&lt;br /&gt;
* Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
==== Heal (heart die) ====&lt;br /&gt;
&lt;br /&gt;
* If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
* If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
==== Smash (hand die) ====&lt;br /&gt;
&lt;br /&gt;
* Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
* If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.&lt;br /&gt;
* If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
* These Monsters can then decide to Yield and leave Tokyo or stay.&lt;br /&gt;
** Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
* Each smash die results in losing one Life Point.&lt;br /&gt;
* If a Monster loses their last Life Point, they are eliminated.&lt;br /&gt;
* If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
* &#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
=== Enter Tokyo ===&lt;br /&gt;
&lt;br /&gt;
* If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
* You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
* No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
==== 5/6 players ====&lt;br /&gt;
&lt;br /&gt;
* With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay.&lt;br /&gt;
* Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”.&lt;br /&gt;
* Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
* Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
==== Being in Tokyo (Tokyo City or Tokyo Bay) ====&lt;br /&gt;
&lt;br /&gt;
Advantages and disadvantages:&lt;br /&gt;
* You gain 1 victory point when you enter Tokyo.&lt;br /&gt;
* You gain 2 victory points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
=== Buy Power cards ===&lt;br /&gt;
&lt;br /&gt;
* You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
* &#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
* You can also spend 2 energy to sweep all three face-up cards to the discard.&lt;br /&gt;
** Then reveal three new Power cards from the deck.&lt;br /&gt;
** They are immediately available for purchase.&lt;br /&gt;
* &#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power cards can be one of two different types:&lt;br /&gt;
# &#039;&#039;&#039;Keep:&#039;&#039;&#039; Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).&lt;br /&gt;
# &#039;&#039;&#039;Discard:&#039;&#039;&#039; Resolve these cards immediately, then discard them.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
&lt;br /&gt;
* Certain Power card effects activate at the end of your turn.&lt;br /&gt;
* Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game == &lt;br /&gt;
&lt;br /&gt;
* The monster that first reaches 20 points or reduces all other monsters to 0 health is crowned King of Tokyo.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win.&lt;br /&gt;
* If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
&lt;br /&gt;
* If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
&lt;br /&gt;
* The Monsters of the players seated to your left and right each lose 1 heart.&lt;br /&gt;
** They lose this heart even if they are in the same place as you.&lt;br /&gt;
* If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
&lt;br /&gt;
* Mimic copies the effects of a card as if it had just been played (with tokens, for example).&lt;br /&gt;
* If the copied card is discarded, Mimic no longer has an effect and you take back the associated token.&lt;br /&gt;
* You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
&lt;br /&gt;
* Poison and Shrink tokens stay even if their associated cards are discarded.&lt;br /&gt;
* You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
&lt;br /&gt;
* Discarding your Keep cards happens in the End of Turn step.&lt;br /&gt;
** You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== 2 players ===&lt;br /&gt;
&#039;&#039;This option is activated by default.&#039;&#039;&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Halloween ===&lt;br /&gt;
* Halloween version adds new Costume cards.&lt;br /&gt;
** Players choose one costume card at the beginning of the game.&lt;br /&gt;
* It is possible to have multiple Costume cards, as the unused Costume cards are shuffled on the deck, and can be bought like any other card.&lt;br /&gt;
* When a player rolls 3 smashes of more, they can steal Costume cards from the players they damage (paying them the cost).&lt;br /&gt;
** They can steal several cards, from different players, in the same turn.&lt;br /&gt;
* Smash damage still applies when stealing cards is used.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Battle of the Gods (part I) adds Cultists.&lt;br /&gt;
* After resolving your dice, if you rolled four identical faces, take a Cultist tile.&lt;br /&gt;
* At any time, you can discard one of your Cultist tiles to gain either: 1 heart, 1 energy, or one extra Roll.&lt;br /&gt;
&lt;br /&gt;
=== Tokyo Tower ===&lt;br /&gt;
* Nature vs. Machine (part I) adds Tokyo Tower.&lt;br /&gt;
* Claim a tower level by rolling at least &amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot; while in Tokyo.  &lt;br /&gt;
* Monsters who control one or more levels gain the bonuses at the beginning of their turn: 1 Heart for the bottom level, 1 Heart and 1 Energy for the middle level (the bonuses are cumulative).  &lt;br /&gt;
* Claiming the top level automatically wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Curse Cards ===&lt;br /&gt;
* Battle of the Gods (the revenge) adds Curses.&lt;br /&gt;
* There is always a curse in play, which affects all players.&lt;br /&gt;
* Roll the fate dice with the other dices on your turn. It is activated before your other dices.&lt;br /&gt;
* Eye means replace the curse, river means nothing happens, ankh means activate the blessing, snake means activate the snake effect.&lt;br /&gt;
* Some cards uses the golden scrab, which starts belonging to the player who will play last.&lt;br /&gt;
&lt;br /&gt;
== Card combinations ==&lt;br /&gt;
&lt;br /&gt;
* If you have any doubt about card combinations, you can &amp;lt;b&amp;gt;[https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM check these answers]&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=12114</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=12114"/>
		<updated>2022-03-01T18:52:58Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: /* Victory points (dices 1, 2 and 3) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== For translators ==&lt;br /&gt;
&lt;br /&gt;
Please don&#039;t touch the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and text between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (brackets). &lt;br /&gt;
&lt;br /&gt;
For card names, brackets contain the hexadecimal colour of names. This will specify the colour from this tag until the end, or until colour is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code in the HEX field of the [https://www.google.com/search?q=colour+picker Google colour picker] &lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
* You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
* Your rampage brings you glory in the form of Victory Points (blue stars).&lt;br /&gt;
* To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
* Or, get your claws out and eliminate your enemies.&lt;br /&gt;
* The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
* On the first Roll, 6 dice are rolled.&lt;br /&gt;
* For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
* For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
* After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
===Resolve Dice===&lt;br /&gt;
&lt;br /&gt;
* Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
====Victory points (dice 1, 2 and 3)====&lt;br /&gt;
&lt;br /&gt;
* If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
* Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
==== Energy (lightning bolt die) ====&lt;br /&gt;
&lt;br /&gt;
* Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
==== Heal (heart die) ====&lt;br /&gt;
&lt;br /&gt;
* If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
* If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
==== Smash (hand die) ====&lt;br /&gt;
&lt;br /&gt;
* Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
* If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.&lt;br /&gt;
* If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
* These Monsters can then decide to Yield and leave Tokyo or stay.&lt;br /&gt;
** Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
* Each smash die results in losing one Life Point.&lt;br /&gt;
* If a Monster loses their last Life Point, they are eliminated.&lt;br /&gt;
* If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
* &#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dices.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
=== Enter Tokyo ===&lt;br /&gt;
&lt;br /&gt;
* If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
* You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
* No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
==== 5/6 players ====&lt;br /&gt;
&lt;br /&gt;
* With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay.&lt;br /&gt;
* Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”.&lt;br /&gt;
* Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
* Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
==== Being in Tokyo (Tokyo City or Tokyo Bay) ====&lt;br /&gt;
&lt;br /&gt;
Advantages and disadvantages:&lt;br /&gt;
* You gain 1 victory point when you enter Tokyo.&lt;br /&gt;
* You gain 2 victory points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
=== Buy Power cards ===&lt;br /&gt;
&lt;br /&gt;
* You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
* &#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
* You can also spend 2 energy to sweep all three face-up cards to the discard.&lt;br /&gt;
** Then reveal three new Power cards from the deck.&lt;br /&gt;
** They are immediately available for purchase.&lt;br /&gt;
* &#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power cards can be one of two different types:&lt;br /&gt;
# &#039;&#039;&#039;Keep:&#039;&#039;&#039; Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).&lt;br /&gt;
# &#039;&#039;&#039;Discard:&#039;&#039;&#039; Resolve these cards immediately, then discard them.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
&lt;br /&gt;
* Certain Power card effects activate at the end of your turn.&lt;br /&gt;
* Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game == &lt;br /&gt;
&lt;br /&gt;
* The monster that first reaches 20 points or reduces all other monsters to 0 health is crowned King of Tokyo.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win.&lt;br /&gt;
* If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
&lt;br /&gt;
* If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
&lt;br /&gt;
* The Monsters of the players seated to your left and right each lose 1 heart.&lt;br /&gt;
** They lose this heart even if they are in the same place as you.&lt;br /&gt;
* If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
&lt;br /&gt;
* Mimic copies the effects of a card as if it had just been played (with tokens, for example).&lt;br /&gt;
* If the copied card is discarded, Mimic no longer has an effect and you take back the associated token.&lt;br /&gt;
* You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
&lt;br /&gt;
* Poison and Shrink tokens stay even if their associated cards are discarded.&lt;br /&gt;
* You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
&lt;br /&gt;
* Discarding your Keep cards happens in the End of Turn step.&lt;br /&gt;
** You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== 2 players ===&lt;br /&gt;
&#039;&#039;This option is activated by default.&#039;&#039;&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Halloween ===&lt;br /&gt;
* Halloween version adds new Costume cards.&lt;br /&gt;
** Players choose one costume card at the beginning of the game.&lt;br /&gt;
* It is possible to have multiple Costume cards, as the unused Costume cards are shuffled on the deck, and can be bought like any other card.&lt;br /&gt;
* When a player rolls 3 smashes of more, they can steal Costume cards from the players they damage (paying them the cost).&lt;br /&gt;
** They can steal several cards, from different players, in the same turn.&lt;br /&gt;
* Smash damage still applies when stealing cards is used.&lt;br /&gt;
&lt;br /&gt;
=== Cultists ===&lt;br /&gt;
* Battle of the Gods (part I) adds Cultists.&lt;br /&gt;
* After resolving your dice, if you rolled four identical faces, take a Cultist tile.&lt;br /&gt;
* At any time, you can discard one of your Cultist tiles to gain either: 1 heart, 1 energy, or one extra Roll.&lt;br /&gt;
&lt;br /&gt;
=== Tokyo Tower ===&lt;br /&gt;
* Nature vs. Machine (part I) adds Tokyo Tower.&lt;br /&gt;
* Claim a tower level by rolling at least &amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot; while in Tokyo.  &lt;br /&gt;
* Monsters who control one or more levels gain the bonuses at the beginning of their turn: 1 Heart for the bottom level, 1 Heart and 1 Energy for the middle level (the bonuses are cumulative).  &lt;br /&gt;
* Claiming the top level automatically wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Curse Cards ===&lt;br /&gt;
* Battle of the Gods (the revenge) adds Curses.&lt;br /&gt;
* There is always a curse in play, which affects all players.&lt;br /&gt;
* Roll the fate dice with the other dices on your turn. It is activated before your other dices.&lt;br /&gt;
* Eye means replace the curse, river means nothing happens, ankh means activate the blessing, snake means activate the snake effect.&lt;br /&gt;
* Some cards uses the golden scrab, which starts belonging to the player who will play last.&lt;br /&gt;
&lt;br /&gt;
== Card combinations ==&lt;br /&gt;
&lt;br /&gt;
* If you have any doubt about card combinations, you can &amp;lt;b&amp;gt;[https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM check these answers]&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_cantstop&amp;diff=5672</id>
		<title>Tips cantstop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_cantstop&amp;diff=5672"/>
		<updated>2020-09-20T04:13:43Z</updated>

		<summary type="html">&lt;p&gt;Sheffield refugee: Standardize the spelling for token; correct spelling/typing errors; correct plural/verb agreement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The numbers near the centre of the board are easier to roll. If you manage to get your tokens on 6/7/8 or 5/7/8 or 6/7/9, it&#039;s highly likely that you&#039;ll be able to advance. Time to get greedy and make the most of it! In turn, if you have advanced on 2, 3, 11, or 12, and have all three black tokens on the board, it is often advisable to stop immediately. Remember, a move ahead on 2/12 is worth about 4 moves on 6/7/8.&lt;br /&gt;
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The longer you can delay putting the third black token on the table, the longer you can safely continue rolling. For this reason, on your first few rolls, it is usually preferable to advance on one track only (especially if you can do it twice) than on two different tracks.&lt;br /&gt;
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Manage your risks. If you&#039;re far ahead, play it a bit safer. If you&#039;re far behind, the best you can get by avoiding risks is a respectable defeat.&lt;br /&gt;
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Remember that you can&#039;t use tracks won by any player. This includes the ones you&#039;ve won, and the ones you&#039;re about to win if you stop. Thus in the later stages of the game, it&#039;s easy to get stuck and lose a turn.&lt;br /&gt;
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Pick your battles. In games with more than 2 players (especially 3), try not to fight the same opponent on every track you go for.&lt;br /&gt;
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Never ever assume that you&#039;ll win a track even if you only need to move one more, especially near the centre of the board.&lt;br /&gt;
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= Rule of 28 =&lt;br /&gt;
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A researcher found an heuristic to help playing the game (Michael Keller, 1986). Each column has a number of points :&lt;br /&gt;
* 2 and 12 are worth 6 points&lt;br /&gt;
* 3 and 11 are worth 5&lt;br /&gt;
* 4 and 10 are worth 4&lt;br /&gt;
* 5 and 9 are worth 3&lt;br /&gt;
* 6 and 8 are worth 2&lt;br /&gt;
* 7 is worth 1&lt;br /&gt;
&lt;br /&gt;
When you progress a black token on a column, add the number of points to your total. When you put a black token on the table for the first time, double the value. Whenever your total is equal or more than 28, stop.&lt;br /&gt;
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For further refinement, add 2 if all the black tokens are on odd columns, and subtract 2 if they are on even columns. Add 4 points if all the tokens are on value less than 8, or if all three are on values greater than 6.&lt;br /&gt;
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Remember this strategy is not flawless.&lt;br /&gt;
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http://www.solitairelaboratory.com/cantstop.html&lt;/div&gt;</summary>
		<author><name>Sheffield refugee</name></author>
	</entry>
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