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	<updated>2026-10-27T15:18:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_nirds&amp;diff=24686</id>
		<title>Tips nirds</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_nirds&amp;diff=24686"/>
		<updated>2025-04-18T11:24:02Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: Created page with &amp;quot;&amp;lt;b&amp;gt;Nirds Strategy Tips&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Talk with one another.&amp;lt;/b&amp;gt; This is a &amp;lt;b&amp;gt;cooperative&amp;lt;/b&amp;gt; game — you win or lose together. So plan your moves together to optimize dice rolls (via trading) and attacks (having all gnomes in mind not just your own).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Scientists are important.&amp;lt;/b&amp;gt; Scientists can not only allow you to change your dice so you can activate units, but they can also change bad attacks rolls for the better or help you avoid enemy armor. If nothing...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Nirds Strategy Tips&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Talk with one another.&amp;lt;/b&amp;gt; This is a &amp;lt;b&amp;gt;cooperative&amp;lt;/b&amp;gt; game — you win or lose together. So plan your moves together to optimize dice rolls (via trading) and attacks (having all gnomes in mind not just your own).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists are important.&amp;lt;/b&amp;gt; Scientists can not only allow you to change your dice so you can activate units, but they can also change bad attacks rolls for the better or help you avoid enemy armor. If nothing else, they can provide more cash to recruit new nirds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Invest in level-2 nirds.&amp;lt;/b&amp;gt; They let you roll 2 or 3 dice per attack and have useful effects that you should use to your advantage. It might be a good idea to not activate all your attack nirds in a round to have enough coins to recruit a level-2 nird. Don’t overinvest in them though. Usually, you don’t need more than one or two per player.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Target weaknesses.&amp;lt;/b&amp;gt; That’s free damage! Sometimes it can be even wise to lower one’s roll with a Scientist to get that sweet bonus damage from a gnome’s weakness. That’s why you should always be aware of all gnomes present, not just your own. Help each other out and optimize your rolls!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Lives and Nirds are resources.&amp;lt;/b&amp;gt; True, you cannot lose your last one of either, but you can lose some and still be fine. Sometimes it doesn’t make sense to focus on a particular gnome, especially when you are close to the boss fight and not guaranteed to defeat that gnome. Take the hit and move on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Tactic cards are great.&amp;lt;/b&amp;gt; Keep an eye out for gnomes that deal out tactic cards when they are defeated — these are a great tool to help you finish off those pesky gnomes if you cannot on your own (e.g., due to bad rolls). Remember you can play them at any time, even on another player’s turn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Watch out for thieves.&amp;lt;/b&amp;gt; Various gnomes can prevent one or even all of you from trading or recruiting. Take care of these gnomes as soon as possible. Especially, make sure a player with a lot of unused dice is not forced to pass because they cannot recruit. Make sure the proper person is start player so as many of you as possible can stay in the action phase for as long as possible. Remember you must pass if you cannot do anything on your action turn.&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24580</id>
		<title>Gamehelpmindcycling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindcycling&amp;diff=24580"/>
		<updated>2025-04-04T14:23:06Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Goal =&lt;br /&gt;
The aim is to become the best Mind Cycling Manager by winning the most medals with your team.  Medals are awarded to the cyclist first across the finish line, first to finish the sprint section, first to finish the mountain section and to the best overall team based on finishing positions.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
The leader on the road is the cyclist who has advanced furthest on the course, with ties split in favour of the cyclist on the left.  Cyclists move in order from the leader back through the field to the last cyclist on the road, though this order can be amended if cyclists choose to use the wheel or relay strategy.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;sprinter&#039;&#039;&#039; (green helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;domestique&#039;&#039;&#039; (blue helmet) will advance a maximum of &#039;&#039;&#039;7&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section and &#039;&#039;&#039;5&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;climber&#039;&#039;&#039; (yellow helmet) will advance a maximum of &#039;&#039;&#039;5&#039;&#039;&#039; spaces in the &#039;&#039;&#039;plains&#039;&#039;&#039; section, &#039;&#039;&#039;3&#039;&#039;&#039; in the &#039;&#039;&#039;sprint&#039;&#039;&#039; section, and &#039;&#039;&#039;7&#039;&#039;&#039; in the &#039;&#039;&#039;mountain&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
If a cyclist begins a round with no other cyclist directly in front of them then they are riding into the wind and their maximum movement is one less than it would otherwise be.&lt;br /&gt;
&lt;br /&gt;
== Train ==&lt;br /&gt;
Two or more cyclists, one behind the other with no gaps, are considered to be in a train.&lt;br /&gt;
&lt;br /&gt;
== Wheel ==&lt;br /&gt;
A cyclist in a train may follow the rider who starts the turn directly in front of them to finish immediately behind them again, so long as that space is clear for them to move into.  Note that sprinters cannot wheel if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Relay ==&lt;br /&gt;
A cyclist in a train may move to the front of the newly moved train so long as that space is clear for them to move into and also that they are in the front four cyclists in the train at the beginning of the turn.  Note that sprinters cannot relay if they start their turn in the mountain section.&lt;br /&gt;
&lt;br /&gt;
== Attack ==&lt;br /&gt;
If a cyclist has a blue base then they are carrying a water bottle and they may use that bottle to launch an attack if they begin their movement in the right section (sprinter sprint section, domestique plains, climber mountain).  The attack allows that cyclist to move an additional 3 steps, after which they throw the bottle away and change to a black base.  If a cyclist launches an attack then a cyclist who starts the turn immediately behind them may not wheel or relay, but must move normally when it is their turn to do so.&lt;br /&gt;
&lt;br /&gt;
== Water Bottles ==&lt;br /&gt;
A domestique can pass their water bottle to a teammate who is directly behind them a the start of a turn - this is a free action and results in the domestique changing to a black base whilst the other cyclist changes to a blue base.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;br /&gt;
A domestique with a black base has no water bottle and will suffer from fatigue - his maximum movement is reduced by one and he may no longer wheel or relay.&lt;br /&gt;
&lt;br /&gt;
== Feed Zone ==&lt;br /&gt;
If the stage features one or more feed zones then if a domestique without a water bottle passes through such a space they immediately change to a blue base to indicate that they are carrying a bottle, before continuing with the rest of their movement for that turn.  From the next turn they will no longer be fatigued and can wheel or relay as normal.&lt;br /&gt;
&lt;br /&gt;
== Rocky Mountains ==&lt;br /&gt;
If the stage has any spaces marked as rocky mountains then those spaces are impassable and cyclists cannot move through them or end their turn in them.&lt;br /&gt;
&lt;br /&gt;
= End Of The Race =&lt;br /&gt;
The rider who crosses the finish line first wins the stage, the rider who crosses the line second will be in second place, and so on.  When a cyclist crosses the line they break the train that they were in and cyclists who started the turn behind them may not wheel or relay.&lt;br /&gt;
&lt;br /&gt;
= Medals =&lt;br /&gt;
Best Cyclist medal for the race winner.&lt;br /&gt;
&lt;br /&gt;
Best Sprinter medal for the cyclist who finishes the sprint section first.&lt;br /&gt;
&lt;br /&gt;
Best Climber medal for the cyclist who finishes the mountain section first.&lt;br /&gt;
&lt;br /&gt;
Best Team medal for the player who has earned the most points (race winner gets 12 points, second 11, third 10, then 9, 8, 7, 6, 5, 4, 3, 2, with 1 point for 12th).&lt;br /&gt;
&lt;br /&gt;
= Game Winner =&lt;br /&gt;
The person who wins the most medals wins the game.  In the case of a tie then the winner of the Best Team wins the game.&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23799</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23799"/>
		<updated>2025-01-21T19:44:54Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
The player who earns either 5 idols or 3 secured idols in their half of the city wins the game!&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
• Draw 1 card&lt;br /&gt;
&lt;br /&gt;
• Play 1 card  &lt;br /&gt;
&lt;br /&gt;
• Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
• Already activated: The card is already activated and does not require further conditions.   &lt;br /&gt;
&lt;br /&gt;
• Condition for activating: You must fulfill a condition to activate the card.   &lt;br /&gt;
&lt;br /&gt;
• Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone are already activated. This means that the symbols on these cards are immediately counted as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a grey activation zone are inactive. They must be activated with the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated with the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
There is one idol for each of the 7 categories and the &amp;quot;Idol of Diversity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols ===&lt;br /&gt;
Each idol for the the 7 categories has four stages: 3, 5, 7, and secured. Each time a player reaches the required minimum number of symbols in their half of the city, they take the idol (if they don&#039;t have it already) and the idol is rotated to show the next higher number until it becomes secured. Initially, the required minimum is 3 symbols.&lt;br /&gt;
&lt;br /&gt;
The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already have an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, leaving you with fewer symbols than originally required to claim the idol, you still keep it. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23798</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23798"/>
		<updated>2025-01-21T19:43:13Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
The player who earns either 5 idols or 3 secured idols in their half of the city wins the game!&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
• Draw 1 card&lt;br /&gt;
&lt;br /&gt;
• Play 1 card  &lt;br /&gt;
&lt;br /&gt;
• Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
• Already activated: The card is already activated and does not require further conditions.   &lt;br /&gt;
&lt;br /&gt;
• Condition for activating: You must fulfill a condition to activate the card.   &lt;br /&gt;
&lt;br /&gt;
• Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone are already activated. This means that the symbols on these cards are immediately counted as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a grey activation zone are inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
There is one idol for each of the 7 categories and the &amp;quot;Idol of Diversity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols ===&lt;br /&gt;
Each idol for the the 7 categories has four stages: 3, 5, 7, and secured. Each time a player reaches the required minimum number of symbols in their half of the city, they take the idol (if they don&#039;t have it already) and the idol is rotated to show the next higher number until it becomes secured. Initially, the required minimum is 3 symbols.&lt;br /&gt;
&lt;br /&gt;
The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already have an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, leaving you with fewer symbols than originally required to claim the idol, you still keep it. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23412</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23412"/>
		<updated>2024-12-07T16:44:25Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
• Draw 1 card&lt;br /&gt;
&lt;br /&gt;
• Play 1 card  &lt;br /&gt;
&lt;br /&gt;
• Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
• Already activated: The card is already activated and does not require further conditions.   &lt;br /&gt;
&lt;br /&gt;
• Condition for activating: You must fulfill a condition to activate the card.   &lt;br /&gt;
&lt;br /&gt;
• Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone are already activated. This means that the symbols on these cards are immediately counted as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a grey activation zone are inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
For each of the 7 categories, there is one idol. You claim the idol from a category when you have the required minimum number of matching symbols in your half of the city. Initially, this minimum is 3 symbols. Once you meet this requirement, you can take the idol for that category.&lt;br /&gt;
&lt;br /&gt;
An idol has four stages: 3, 5, 7, and secured. Each time a player reaches the required number of symbols, the idol is rotated to show the next higher number until it becomes secured.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols === &lt;br /&gt;
At the start of the game, idols are easy to claim, as they only require 3 symbols. However, they are not secure at this point. Once your opponent reaches 5 symbols in a category, they can steal the idol from your half of the city, causing the idol to rotate to the next level with a higher number. If you then reach 5 symbols yourself, the idol moves to your city half and is turned to 7. &lt;br /&gt;
At this point, the idol can only be claimed once more. The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already have an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, leaving you with fewer symbols than originally required to claim the idol, you still keep it. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23411</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23411"/>
		<updated>2024-12-07T15:59:46Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
• Draw 1 card&lt;br /&gt;
• Play 1 card  &lt;br /&gt;
• Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
• Already activated: The card is already activated and does not require further conditions.  &lt;br /&gt;
• Condition for activating: You must fulfill a condition to activate the card.  &lt;br /&gt;
• Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone and a white checkmark are already activated. This means that the symbols on these cards are immediately counted as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a grey activation zone are inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
For each of the 7 categories, there is one idol. You claim the idol from a category when you have the required minimum number of matching symbols in your half of the city. Initially, this minimum is 3 symbols. Once you meet this requirement, you can take the idol for that category.&lt;br /&gt;
&lt;br /&gt;
An idol has four stages: 3, 5, 7, and secured. Each time a player reaches the required number of symbols, the idol is rotated to show the next higher number until it becomes secured.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols === &lt;br /&gt;
At the start of the game, idols are easy to claim, as they only require 3 symbols. However, they are not secure at this point. Once your opponent reaches 5 symbols in a category, they can steal the idol from your half of the city, causing the idol to rotate to the next level with a higher number. If you then reach 5 symbols yourself, the idol moves to your city half and is turned to 7. &lt;br /&gt;
At this point, the idol can only be claimed once more. The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already have an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, leaving you with fewer symbols than originally required to claim the idol, you still keep it. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23410</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23410"/>
		<updated>2024-12-07T15:47:10Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
• Draw 1 card&lt;br /&gt;
• Play 1 card  &lt;br /&gt;
• Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
• Already activated: The card has already been activated and does not require further conditions.  &lt;br /&gt;
• Condition for activating: You must fulfill a condition to activate the card.  &lt;br /&gt;
• Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone and a white checkmark are already activated when played. This means that the symbols on these cards are immediately valid as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a gray activation zone are inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
For each of the 7 categories, there is one idol. You claim the idol from a category when you have the required minimum number of matching symbols in your half of the city. Initially, this minimum is 3 symbols. Once you meet this requirement, you can take the idol for that category.&lt;br /&gt;
&lt;br /&gt;
An idol has four stages: 3, 5, 7, and secured. Each time a player reaches the required number of symbols, the idol is rotated to show the next higher number until it becomes secured.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols === &lt;br /&gt;
At the start of the game, idols are easy to claim, as they only require 3 symbols. However, they are not secure at this point. Once your opponent reaches 5 symbols in a category, they can steal the idol from your half of the city, causing the idol to rotate to the next level with a higher number. If you then reach 5 symbols yourself, the idol moves to your city half and is turned to 7. &lt;br /&gt;
At this point, the idol can only be claimed once more. The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already possess an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, reducing the number of symbols required for the idol, you still keep the idol. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23409</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23409"/>
		<updated>2024-12-07T15:45:53Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
* • Draw 1 card&lt;br /&gt;
* • Play 1 card  &lt;br /&gt;
* • Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
* • Already activated: The card has already been activated and does not require further conditions.  &lt;br /&gt;
* • Condition for activating: You must fulfill a condition to activate the card.  &lt;br /&gt;
* • Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone and a white checkmark are already activated when played. This means that the symbols on these cards are immediately valid as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a gray activation zone are inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
For each of the 7 categories, there is one idol. You claim the idol from a category when you have the required minimum number of matching symbols in your half of the city. Initially, this minimum is 3 symbols. Once you meet this requirement, you can take the idol for that category.&lt;br /&gt;
&lt;br /&gt;
An idol has four stages: 3, 5, 7, and secured. Each time a player reaches the required number of symbols, the idol is rotated to show the next higher number until it becomes secured.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols === &lt;br /&gt;
At the start of the game, idols are easy to claim, as they only require 3 symbols. However, they are not secure at this point. Once your opponent reaches 5 symbols in a category, they can steal the idol from your half of the city, causing the idol to rotate to the next level with a higher number. If you then reach 5 symbols yourself, the idol moves to your city half and is turned to 7. &lt;br /&gt;
At this point, the idol can only be claimed once more. The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already possess an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, reducing the number of symbols required for the idol, you still keep the idol. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23408</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23408"/>
		<updated>2024-12-07T15:43:47Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
• Draw 1 card&lt;br /&gt;
• Play 1 card  &lt;br /&gt;
• Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
• Already activated: The card has already been activated and does not require further conditions.  &lt;br /&gt;
• Condition for activating: You must fulfill a condition to activate the card.  &lt;br /&gt;
• Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone and a white checkmark are already activated when played. This means that the symbols on these cards are immediately valid as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a gray activation zone are inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
For each of the 7 categories, there is one idol. You claim the idol from a category when you have the required minimum number of matching symbols in your half of the city. Initially, this minimum is 3 symbols. Once you meet this requirement, you can take the idol for that category.&lt;br /&gt;
&lt;br /&gt;
An idol has four stages: 3, 5, 7, and secured. Each time a player reaches the required number of symbols, the idol is rotated to show the next higher number until it becomes secured.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols === &lt;br /&gt;
At the start of the game, idols are easy to claim, as they only require 3 symbols. However, they are not secure at this point. Once your opponent reaches 5 symbols in a category, they can steal the idol from your half of the city, causing the idol to rotate to the next level with a higher number. If you then reach 5 symbols yourself, the idol moves to your city half and is turned to 7. &lt;br /&gt;
At this point, the idol can only be claimed once more. The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already possess an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, reducing the number of symbols required for the idol, you still keep the idol. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23407</id>
		<title>Gamehelppacifica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacifica&amp;diff=23407"/>
		<updated>2024-12-07T15:37:14Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: translation of official German rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Rebuild the underwater city of Pacifica! Each player is entrusted with one half of the city. Compete in eight categories: Treasure, Population, Resources, Architecture, Knowledge, Machines, City Festival and Diversity. Winning a category earns you an idol, a prestigious emblem of achievement. However, your idols are always at risk of being overtaken by your opponent unless secured.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, all cards are placed in individual stacks in a row in the center of the table. During the game, players draw from these stacks and play cards from their hand into the appropriate categories on their own half of the board.&lt;br /&gt;
&lt;br /&gt;
Each card displays one or multiple symbols depending on their specific category. These symbols contribute to building your city and help you progress towards earning idols.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you perform 3 actions, which you can carry out in any order, and you may perform the same action more than once. The available actions are:  &lt;br /&gt;
&lt;br /&gt;
* Draw 1 card&lt;br /&gt;
* Play 1 card  &lt;br /&gt;
* Activate up to 2 cards&lt;br /&gt;
&lt;br /&gt;
=== Draw 1 Card === &lt;br /&gt;
Draw one card from any of the stacks into your hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand card limit&#039;&#039;&#039;: You may hold a maximum of 3 cards in your hand. If you already have 3 cards and wish to draw another, you must first play a card to reduce your hand size.  &lt;br /&gt;
&lt;br /&gt;
=== Play 1 Card ===&lt;br /&gt;
Choose one card from your hand and place it in your half of the city. It is placed under the corresponding category stack.&lt;br /&gt;
&lt;br /&gt;
=== Activate up to 2 Cards ===&lt;br /&gt;
Activate up to two cards. To do so, you may need to meet specific requirements.&lt;br /&gt;
&lt;br /&gt;
There are three ways cards can be activated:  &lt;br /&gt;
&lt;br /&gt;
* Already activated: The card has already been activated and does not require further conditions.  &lt;br /&gt;
* Condition for activating: You must fulfill a condition to activate the card.  &lt;br /&gt;
* Discarding for activation: You must discard specific cards to activate the card. &lt;br /&gt;
&lt;br /&gt;
==== Already Activated ====  &lt;br /&gt;
Cards with a green activation zone and a white checkmark are already activated when played. This means that the symbols on these cards are immediately valid as soon as they are played. &lt;br /&gt;
&lt;br /&gt;
==== Condition for Activating ====  &lt;br /&gt;
Cards with a gray activation zone are inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need to have the symbols shown in the activation zone on other activated cards within your half of the city.  &lt;br /&gt;
&lt;br /&gt;
==== Discarding for Activation ====  &lt;br /&gt;
Cards with a red activation zone are also inactive. They must be activated through the &amp;quot;Activate up to 2 cards&amp;quot; action. To activate these cards, you need not only to have the condition shown in the activation zone but also to discard the corresponding card(s). Discarding means removing the card from your half of the city and placing it under the corresponding stack.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: With the &amp;quot;Activate up to 2 cards&amp;quot; action, you activate up to two cards consecutively. It is allowed to activate the first card and immediately use its symbols to activate the second card.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the Machines cards and City Festival cards have special effects. Those special effects become active &#039;&#039;&#039;immediately upon activation&#039;&#039;&#039;. The special effects of MACHINE cards are permanent. On the other hand, CITY FESTIVAL cards have a one-time effect. This effect is triggered at the moment of activation, meaning it cannot be &amp;quot;saved&amp;quot; for later use.&lt;br /&gt;
&lt;br /&gt;
== Idols ==  &lt;br /&gt;
For each of the 7 categories, there is one idol. You claim the idol from a category when you have the required minimum number of matching symbols in your half of the city. Initially, this minimum is 3 symbols. Once you meet this requirement, you can take the idol for that category.&lt;br /&gt;
&lt;br /&gt;
An idol has four stages: 3, 5, 7, and secured. Each time a player reaches the required number of symbols, the idol is rotated to show the next higher number until it becomes secured.&lt;br /&gt;
&lt;br /&gt;
=== Gaining and Securing Idols === &lt;br /&gt;
At the start of the game, idols are easy to claim, as they only require 3 symbols. However, they are not secure at this point. Once your opponent reaches 5 symbols in a category, they can steal the idol from your half of the city, causing the idol to rotate to the next level with a higher number. If you then reach 5 symbols yourself, the idol moves to your city half and is turned to 7. &lt;br /&gt;
At this point, the idol can only be claimed once more. The player who reaches 7 symbols in the category takes the idol and turns it over to reveal the back. This marks the idol as secured, and it stays in the player’s city half for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idol of Diversity:&#039;&#039;&#039;&lt;br /&gt;
The Idol of Diversity is not assigned to any of the 7 categories. To claim it, you need at least one symbol from each of the 7 categories. To secure it, you must have two symbols from each category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;IMPORTANT: If you already possess an idol, you can attempt to advance it by one or more stages yourself. This makes it harder for your opponent to gain the idol, as each new level increases the number of symbols required to take it.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: If you win an idol but later discard cards with the corresponding symbols, reducing the number of symbols required for the idol, you still keep the idol. You only need to give it up if your opponent steals it from you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game End ==  &lt;br /&gt;
The game ends immediately once a player has either &#039;&#039;&#039;5 idols&#039;&#039;&#039; or &#039;&#039;&#039;3 secured idols&#039;&#039;&#039; in their half of the city. The player who achieves this condition wins the game!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptreos&amp;diff=22981</id>
		<title>Gamehelptreos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptreos&amp;diff=22981"/>
		<updated>2024-10-09T17:45:28Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: some clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Treos!&lt;br /&gt;
&lt;br /&gt;
Head out and explore the world: complete quests and side quests to collect enough gold faster than the others.&lt;br /&gt;
The first player to collect 20 gold wins the game.&lt;br /&gt;
&lt;br /&gt;
== Sunrise: Planning ==&lt;br /&gt;
Each player draws 5 cards from their deck and assigns them face down:&lt;br /&gt;
One on the bid space: the higher the card number on the bottom left of the card you place there, the earlier you will move during this round.&lt;br /&gt;
Three on the 3 different day turns: considering the movement options on the cards they place there.&lt;br /&gt;
The last card may be replaced on top of their card deck or discarded.&lt;br /&gt;
&lt;br /&gt;
Players also place an intrigue marker face down on each of the movement cards for the 3 daytimes (NB: in this BGA adaptation, you just have to choose a space for the &amp;quot;move highwayman token&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Morning, Midday, Evening: movement ==&lt;br /&gt;
According to their turn order markers, each player takes one turn: reveal the movement card and the intrigue marker and then move accordingly the pawn and (if the &amp;quot;move highwayman token&amp;quot; has been revealed) one highwayman.&lt;br /&gt;
&lt;br /&gt;
Reaching new places: &lt;br /&gt;
=== Town===&lt;br /&gt;
Complete a quest, take a new quest card (if you have a free space for it).&lt;br /&gt;
=== Fort===&lt;br /&gt;
Get the fort&#039;s weapon, if you don&#039;t already have it (triggers character-specific power).&lt;br /&gt;
=== Inn===&lt;br /&gt;
Get a side quest. If you are the first entrant to the inn, you get 1 gold.&lt;br /&gt;
=== Secret Place===&lt;br /&gt;
Reveal the power of the secret place: get a movement card, get a side quest, or open a Portal. If you are the first entrant to the Secret Place, you get 1 gold.&lt;br /&gt;
=== Portal===&lt;br /&gt;
Free move to another portal.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Highwaymen&#039;&#039;&#039; ===&lt;br /&gt;
Highwaymen block and prevent you from moving through or onto the space they are standing on.&lt;br /&gt;
&lt;br /&gt;
Move the highwayman using the same movement card with which you have just moved your character token. Again, you may use fewer moves than allowed or not move any highwayman at all. Highwaymen may not move onto or through towns and forts, or any space occupied by a character token. They may, however, move onto inns, secret places, and spaces without character tokens. Any number of highwaymen may share the same space. You must move your character marker before you move the highwayman.&lt;br /&gt;
&lt;br /&gt;
== Ways to Earn Gold ==&lt;br /&gt;
1-3 Gold for completing a quest&lt;br /&gt;
&lt;br /&gt;
0-4 Gold for collecting a new weapon&lt;br /&gt;
&lt;br /&gt;
1 gold for discovering an inn&lt;br /&gt;
&lt;br /&gt;
1 gold for discovering a secret place&lt;br /&gt;
&lt;br /&gt;
Carolijn only: 1 gold for completing a side quest&lt;br /&gt;
&lt;br /&gt;
== Sundown: clean-up ==&lt;br /&gt;
All players discard their cards into their respective discard pile.&lt;br /&gt;
An Event is revealed, providing a special rule for the next turn.&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptreos&amp;diff=22647</id>
		<title>Gamehelptreos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptreos&amp;diff=22647"/>
		<updated>2024-09-19T17:22:25Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome on Treos!!&lt;br /&gt;
&lt;br /&gt;
Head out and explore the world: complete quests and side quests to collect enough gold faster than the others.&lt;br /&gt;
The first player to collect 20 gold wins the game.&lt;br /&gt;
&lt;br /&gt;
== Sunrise: Planning ==&lt;br /&gt;
Each player draws 5 cards from their deck and assigns them face down:&lt;br /&gt;
One on the bid space: the higher the card number on the bottom left of the card you place there, the earlier you will move during this round.&lt;br /&gt;
Three on the 3 different day turns: considering the movement options on the cards they place there.&lt;br /&gt;
The last card may be replaced on top of their card deck or discarded.&lt;br /&gt;
&lt;br /&gt;
Players also place an intrigue marker face down on each of the 3 movement cards (NB: on this bga adaptation, you just have to choose a space for the &amp;quot;move highwayman token&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Morning, Midday, Evening: movement ==&lt;br /&gt;
According to their turn order markers, each player takes one turn: reveal the movement card and the intrigue marker and then move accordingly the pawn and (if a move highwayman token has been revealed) one highwayman.&lt;br /&gt;
&lt;br /&gt;
Reaching new places: &lt;br /&gt;
=== Town===&lt;br /&gt;
Complete a quest, take a new quest card (if you have a free space for it).&lt;br /&gt;
=== Fort===&lt;br /&gt;
Get the fort&#039;s weapon, if you don&#039;t already have it (triggers character-specific power).&lt;br /&gt;
=== Inn===&lt;br /&gt;
Get a side quest.&lt;br /&gt;
=== Secret Place===&lt;br /&gt;
Reveal the power of the secret place: get a movement card, get a side quest, or open a Portal&lt;br /&gt;
=== Portal===&lt;br /&gt;
Free move to another portal&lt;br /&gt;
&lt;br /&gt;
== Sundown: clean-up ==&lt;br /&gt;
All players discard their cards into their respective discard pile.&lt;br /&gt;
An Event is revealed, providing a special rule for the next turn.&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_crazyfarmers&amp;diff=22331</id>
		<title>Tips crazyfarmers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_crazyfarmers&amp;diff=22331"/>
		<updated>2024-08-28T21:32:34Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Strategies by Player Count =&lt;br /&gt;
Crazy Farmers plays very differently depending on the number of players. With two players, it is a game of direct confrontation, with highly tactical play and strategic depth. With three or four players, it is a game of psychology and long-term planning.&lt;br /&gt;
&lt;br /&gt;
=== 2 Players ===&lt;br /&gt;
&lt;br /&gt;
The general strategy in a 2-player game is to limit your opponents options as much as possible, while leaving yours as open as possible. This means positioning your fences and tractor strategically, as well as saving your cards for the right moments. Like any other strategy game, you want to be able to predict how the game will play out several moves in advance.&lt;br /&gt;
&lt;br /&gt;
Here are some strategy ideas that experienced players typically employ:&lt;br /&gt;
&lt;br /&gt;
(1) &#039;&#039;&#039;Blocking with tractor and fences&#039;&#039;&#039;: Remember that your tractor and two trailing fences cannot be cut. Besides just serving as a safety net for you, you can use this power aggressively. Look for situations where you can place your tractor and two trailing fences in the way of your opponent without exposing the rest of your fence. You may be able to force them to retrace their steps and gain an advantage.&lt;br /&gt;
&lt;br /&gt;
(2) &#039;&#039;&#039;Leaving yourself several return options&#039;&#039;&#039;: Consider where you are going to be at the end of your turn. Will you have one path back to reconnect your fence? Two? How many hay bales would your opponent need to place in order to completely ruin your plans? Sometimes, just moving one space over can completely change the number of return options that you have.&lt;br /&gt;
&lt;br /&gt;
(3) &#039;&#039;&#039;Limiting your opponents return options&#039;&#039;&#039;: Often, when using hay bales, beginners make the mistake of just putting them directly in front of their opponent&#039;s tractors. It is much more effective to place them along the edges where the opponent must go to reconnect to their field.&lt;br /&gt;
&lt;br /&gt;
(4) &#039;&#039;&#039;Using movement parity (odd vs even) to your advantage&#039;&#039;&#039;: When you have only three moves, it is impossible to end a turn on the same corner you started on (without using a card). Much like the idea of opposition in chess, if you end your turn adjacent to your opponent, they will be forced to the corner where they currently stand. The opponent has few options: move three spaces, in which case you cut their fence, backtrack, which is also good for you, or only move one space (by moving one space, then backtracking, then moving that one space again). In short, you severely limit their good options.&lt;br /&gt;
&lt;br /&gt;
(5) &#039;&#039;&#039;Creating a threat to cut a fence&#039;&#039;&#039;: While cutting a fence can devastate your opponent, most advanced players will protect themselves. Instead, try to end your turn in a position where you could cut your opponent&#039;s fence of the next turn if they do not reconnect to their territory. This will force them to go back prematurely and lose out on the &amp;quot;+1 move&amp;quot; bonus on their following turn.&lt;br /&gt;
&lt;br /&gt;
(6) &#039;&#039;&#039;Save cards so that your opponent cannot anticipate your moves&#039;&#039;&#039;: It is tempting to use your cards as soon as they are available, but holding on to them allows you to create more threats (see #5). Know the cards that are available and try to anticipate which cards your opponent has based on their play. Are they being extra aggressive? They might be setting up to use an electric fence. Are they giving you a chance to invade their territory? They might have a watchdog.&lt;br /&gt;
&lt;br /&gt;
(7) &#039;&#039;&#039;Avoid shapes that are easily recaptured&#039;&#039;&#039;: The shape of your field matters a lot. If you have a plot which is surrounded on four sides by opponents plots, then they can easily take it back in a single turn (it only requires two moves along the unoccupied edges). This is especially bad if the field has a barn on it, giving your opponent two cards. Try to avoid situations where you create barns that are easily recaptured, since two cards can be exactly what your opponent needs to swing the game.&lt;br /&gt;
&lt;br /&gt;
=== 3 or 4 Players ===&lt;br /&gt;
&lt;br /&gt;
The general strategy in a 3-player or 4-player game is to not be too. Unlike the 2-player game, it is less tactical and more about psychology and long-term planning. You want to avoid confrontation and set up situations where you can quickly capture a lot of territory later in the game.&lt;br /&gt;
&lt;br /&gt;
(1) &#039;&#039;&#039;Avoid confrontation&#039;&#039;&#039;: Confrontation is zero-sum: while you gain and lose, the other players will pull ahead. Try to avoid it, if you can. Let the other players fight amongst each other while you quietly build up an advantage. Going later and seeing which directions earlier players started their fields can be very helpful for this read.&lt;br /&gt;
&lt;br /&gt;
(2) &#039;&#039;&#039;Do not get a big lead early&#039;&#039;&#039;: Your opponents will start to gang up on you if you get too far into the lead. To avoid this, get a few cards early and then set up a situation where you can use those cards later to gain a lot of territory quickly.&lt;br /&gt;
&lt;br /&gt;
(3) &#039;&#039;&#039;Shape your field for a quick territory grab later&#039;&#039;&#039;: A well-timed Nitro, Bribe, or Helicopter (or combinations thereof) can make an enormous difference if you plan for it early. For example, if you have a Helicopter and a Nitro, then save some space behind your field in a &amp;quot;C&amp;quot; shape which you can quickly close off. On the other hand, if you have a Bribe and an Electric Fence, look for an opponent who is overextended and quickly take their territory near the end of the game. Again, a &amp;quot;C&amp;quot; shape is very beneficial for quickly annexing a lot of territory.&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_minirogue&amp;diff=22317</id>
		<title>Bugsclarification minirogue</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_minirogue&amp;diff=22317"/>
		<updated>2024-08-27T11:32:06Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;=== GENERAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN1:&#039;&#039;&#039; Why did I suddenly change levels?&lt;br /&gt;
&lt;br /&gt;
Were you fighting a monster that caused you to fall? You&#039;ll notice the fall icon and the message in the log. It causes you to move multiple floors (a complete level!) all at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN2:&#039;&#039;&#039; Why didn&#039;t I gain the full amount of gold? Why am I being forced to discard a potion?&lt;br /&gt;
&lt;br /&gt;
As shown in the player panel, there is a maximum limit on most resources. You can&#039;t have more than 10 gold. You can&#039;t have more than one of the same potion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GEN3:&#039;&#039;&#039; Why did we have to fight the Bandit twice in a multiplayer game?&lt;br /&gt;
&lt;br /&gt;
Both players need to encounter all non-monster cards and the Bandit is not a monster. If a monster results from an encounter, both players will fight the monster together, but it doesn&#039;t end the encounter for the player who hasn&#039;t gone yet.&lt;br /&gt;
&lt;br /&gt;
For example, the rules are explicit that both players encounter a trap. Whether the first player succeeds or fails, the second player will also encounter the same trap. Even if the first player rolls the dungeon die such that they fight a monster, the other player must still encounter the trap and may roll that same monster die again.&lt;br /&gt;
&lt;br /&gt;
It works this way for all non-monster cards. The Bandit isn&#039;t a monster card; it&#039;s a different sort of encounter where a decision is made. You both made decisions that resulted in combats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;=== CHARACTER ABILITIES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAR1:&#039;&#039;&#039; Why can&#039;t I use my in-combat and explore ability each floor?&lt;br /&gt;
&lt;br /&gt;
Because your character only gets one ability use per floor, no matter which one you use. You do not receive one of each, just one total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAR2:&#039;&#039;&#039; Why didn&#039;t the Crusader&#039;s ability help my partner?&lt;br /&gt;
&lt;br /&gt;
You and your partner must be in the same location for both to benefit. Like all cooperative games, good communication is key here. Ensure the ability is used before moving away or after both arrive in the space space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;=== ITEMS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ITEM1:&#039;&#039;&#039; Why didn&#039;t a blessing from a potion/ability cure me?&lt;br /&gt;
&lt;br /&gt;
When you&#039;re holding the Cursed Relic, blessings from any source will not cure you. You need to dispose the Cursed Relic first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ITEM2:&#039;&#039;&#039; Why can&#039;t I pick up this item? Or offer food to the Crow?&lt;br /&gt;
&lt;br /&gt;
Are you carrying the Cursed Relic? You&#039;re limited to a single item. You cannot pick up a new item until you figure out a way to discard the Relic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;=== DICE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DICE1:&#039;&#039;&#039; Why are the values being treated as different than what I rolled?&lt;br /&gt;
&lt;br /&gt;
You&#039;re probably cursed. No, really. When cursed, all rolls are treated as being one lower than the value shown, so a 2 becomes a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DICE2:&#039;&#039;&#039; The dice are rigged.&lt;br /&gt;
&lt;br /&gt;
The dice are fine. Here&#039;s an analysis of HALF A MILLION dice rolls created by BGA:&lt;br /&gt;
&lt;br /&gt;
https://www.boardgamearena.com/forum/viewtopic.php?f=35&amp;amp;t=15811&amp;amp;p=59122&amp;amp;hilit=bga_rand#p59122&lt;br /&gt;
&lt;br /&gt;
And here&#039;s an example of a bug report where a player actually had better-than-average rolls overall, but felt the dice were rigged when there were a few unfortunate rolls in a row:&lt;br /&gt;
&lt;br /&gt;
https://boardgamearena.com/bug?id=127481&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_tickettorideeurope&amp;diff=22316</id>
		<title>Bugsclarification tickettorideeurope</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_tickettorideeurope&amp;diff=22316"/>
		<updated>2024-08-27T11:27:20Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== Near the end of the game, I can&#039;t build a road even though I have enough wagon cards of the right color ===&lt;br /&gt;
&lt;br /&gt;
Do you still have enough wagon tokens to build this road?&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
&lt;br /&gt;
=== At the end of the game, the ticket using a station wasn&#039;t validated ===&lt;br /&gt;
&lt;br /&gt;
First thing to check is: did you have an opponent route to use with this station? The station cannot work on an empty road.&lt;br /&gt;
&lt;br /&gt;
If an opponent route was available, check the game logs (https://boardgamearena.com/gamereview?table=&amp;lt;your table id&amp;gt;) and the logs should tell which route was used for the station. The game automatically uses the best route possible, and it may not be what you expected!&lt;br /&gt;
&lt;br /&gt;
=== During the game, the ticket using a station wasn&#039;t validated ===&lt;br /&gt;
That&#039;s perfectly normal, the rules states to use stations to the best advantage at the end of the game. Because during the game, you don&#039;t know the best usage of a station yet.&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_heat&amp;diff=22315</id>
		<title>Bugsclarification heat</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Bugsclarification_heat&amp;diff=22315"/>
		<updated>2024-08-27T11:22:07Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Slipstream didn&#039;t work ==&lt;br /&gt;
Make sure you havent crossed the finish line (you can&#039;t slipstream after the finish line), and that no weather token forbids slipstream on the section you are (if Weather/Championship module is activated)&lt;br /&gt;
&lt;br /&gt;
== I spinned out / paid Heat even if I crossed a corner with slipstream ==&lt;br /&gt;
Slipstream doesn&#039;t increase your speed, but you still check your speed against the corner speed.&lt;br /&gt;
&lt;br /&gt;
== The corner speed penalty (heat cost, spin out) is wrong ==&lt;br /&gt;
Make sure you took Weather tokens and played card speed reducer into account. Also &amp;quot;6&amp;quot; is sometimes read as a &amp;quot;9&amp;quot;!&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyturbocars&amp;diff=22172</id>
		<title>Gamehelptinyturbocars</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptinyturbocars&amp;diff=22172"/>
		<updated>2024-08-13T13:41:36Z</updated>

		<summary type="html">&lt;p&gt;Shlïtn: minor grammar changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Tiny Turbo Cars! This is a frantic race game for 2 to 4 players in which you program the movements of your tiny toy car in advance, with a sliding puzzle acting as your remote controller.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A game includes several rounds. Each round contains 3 phase:&lt;br /&gt;
 &lt;br /&gt;
1. Programming&lt;br /&gt;
&lt;br /&gt;
2. Racing&lt;br /&gt;
&lt;br /&gt;
3. End of round &lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Programming ===&lt;br /&gt;
All players &#039;&#039;&#039;simultaneously&#039;&#039;&#039; program their movements on their controllers. Each piece contains a command. &lt;br /&gt;
&lt;br /&gt;
Only the &#039;&#039;&#039;2nd and 3rd lines&#039;&#039;&#039; of the puzzle will be used to run the program. &#039;&#039;&#039;Activate from left to right&#039;&#039;&#039;, then the next line.  &lt;br /&gt;
&lt;br /&gt;
In real-time mode, when a player is finished programming, they take the top smile token. When only 1 player is left programming, a 10 second countdown starts. When the countdown ends, the last player must stop programming. &lt;br /&gt;
&lt;br /&gt;
In turn-based mode, this part has changed into counting the moves of programming. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Moving Commands&#039;&#039;&#039; ====&lt;br /&gt;
Black arrow: Forward&lt;br /&gt;
&lt;br /&gt;
Hollow + Black arrow = Jump: Move forward 2 spaces while skipping the first space&#039;s effect&lt;br /&gt;
&lt;br /&gt;
Gray arrow: Backward&lt;br /&gt;
&lt;br /&gt;
Blue arrow: Left diagonal forward&lt;br /&gt;
&lt;br /&gt;
Red arrow: Right diagonal forward&lt;br /&gt;
&lt;br /&gt;
Arrow with missile icon: Launch a missile forward then move 1 space forward&lt;br /&gt;
&lt;br /&gt;
Arrow with battery icon: Move forward according to your batteries number. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Special Commands&#039;&#039;&#039; ====&lt;br /&gt;
Empty: nothing happens&lt;br /&gt;
&lt;br /&gt;
Battery: Charge 1 battery&lt;br /&gt;
&lt;br /&gt;
+ (Increase): Increase the next command by 1. &lt;br /&gt;
&lt;br /&gt;
- (Decrease): Decrease the next command by 1. &lt;br /&gt;
&lt;br /&gt;
Effect to movement command: Effect to moving number only&lt;br /&gt;
&lt;br /&gt;
Effect to Battery: Effect to the number of batteries recharged&lt;br /&gt;
&lt;br /&gt;
+ after - or - after + : Both commands cancel each other. &lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Racing ===&lt;br /&gt;
Start from the player with the happiest smile token and proceeding in smile order from happiest to saddest. After a player has executed all of their programmed commands, the next player&#039;s turn will start, and so on. The last player loses 1 battery when their turn starts. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Racetrack Elements&#039;&#039;&#039; ====&lt;br /&gt;
When a Racecar moves, some interactions may be triggered, mostly according to where it start when proceed a command. &lt;br /&gt;
&lt;br /&gt;
Note: When it says &amp;quot;stop their current movement command&amp;quot;, it means the next command will still be preceeded after the effect.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting Grid&#039;&#039;&#039;: Racecar won&#039;t suffer any damage from being hitted when on a Starting grid space. Ignore any backward commands. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Carpets/Grass&#039;&#039;&#039;: Any movement command that &#039;&#039;&#039;&amp;lt;u&amp;gt;starts&amp;lt;/u&amp;gt;&#039;&#039;&#039; on a carpet space will have its movement value changed to exactly 1. Grass spaces with a carpet icon have the same rules as carpet spaces. Increase and Decrease effects are applied after the Carpet effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crayon Speeder&#039;&#039;&#039;: When a Racecar &#039;&#039;&#039;&amp;lt;u&amp;gt;starts&amp;lt;/u&amp;gt;&#039;&#039;&#039; a command on a space containing a Crayon Speeder, resolve that command as if it had an Increase. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Obstacles/Racecars&#039;&#039;&#039;: If a Racecar &#039;&#039;&#039;enters&#039;&#039;&#039; a space containing an Obstacle or another Racecar, it must stop its current movement command on that space and suffer 1 damage. Effects don&#039;t accumulate so if a player hits a Racecar on top of an Obstacle, it only counts as 1 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Water Puddle&#039;&#039;&#039;: If a Racecar &#039;&#039;&#039;&amp;lt;u&amp;gt;enters or starts in&amp;lt;/u&amp;gt;&#039;&#039;&#039; a space containing a Water Puddle, it receives the Slippery token immediately. From now on, any diagonal movement command will have it&#039;s direction reversed. Return the Slippery token to the supply at the end of the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
* I&#039;&#039;&#039;mpassables&#039;&#039;&#039;: Racecars &#039;&#039;&#039;&amp;lt;u&amp;gt;cannot enter&amp;lt;/u&amp;gt;&#039;&#039;&#039; an Impassable space. Those can be found in the middle of the track as Books or Magazines with a dark background or on the side of the track marked in red (right) or blue (left). If the Racecar should move into an Impassable space, it stops its current movement command, remains on the space it was in before hitting the impassable space, and suffers 1 damage.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Damage&#039;&#039;&#039; =====&lt;br /&gt;
For each damage suffered, the player loses 1 battery.  &lt;br /&gt;
&lt;br /&gt;
If they have &#039;&#039;&#039;Energy Shield(s)&#039;&#039;&#039;, they must discard 1 instead.  &lt;br /&gt;
&lt;br /&gt;
If all 3 batteries are lost, the Racecar immediately lies down. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Lay down&#039;&#039;&#039; =====&lt;br /&gt;
When a Racecar is lying down, it cannot be moved until fully recharged. To recharge a lying down Racecar, ignore the next command to regain 1 battery. &lt;br /&gt;
&lt;br /&gt;
When a Racecar is lying down, its ability cannot be activated unless the ability says so. Also this Racecar can be hit but won&#039;t suffer any damage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Finish all Commands&#039;&#039;&#039; ====&lt;br /&gt;
After a player finish all commands, if they are not lying down they may spend their &#039;&#039;&#039;Energy Shield(s)&#039;&#039;&#039; to move. Move &#039;&#039;&#039;2 spaces forward&#039;&#039;&#039; for each &#039;&#039;&#039;Energy Shield&#039;&#039;&#039;, one by one. &lt;br /&gt;
&lt;br /&gt;
Although not mentioned in the rulebook, the publisher has clarified that &amp;quot;the movement restrictions from carpets, obstacles, and impassable terrains are applied to the Energy Shield movements as well&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Source: https://boardgamegeek.com/thread/2736997/article/38598830#38598830 &lt;br /&gt;
=== Phase 3: End of round ===&lt;br /&gt;
Check if any Racecar has crossed the finish line. &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;If one or more Racecar has crossed the finish line:&#039;&#039;&#039; ======&lt;br /&gt;
If only one Racecar has crossed, that Racecar is the winner. If more than one Racecar has crossed the finish line in the same round, the Racecar that move the furthest past the finish line is the winner (even if lying down). In case of a tie, the one with the happiest smile token wins the game. &lt;br /&gt;
&lt;br /&gt;
Other players keep playing to finish the race and check all their final standings. &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;If no Racecar has crossed the finish line:&#039;&#039;&#039; ======&lt;br /&gt;
Before starting a new round, players return and take &#039;&#039;&#039;Energy Shield(s)&#039;&#039;&#039;. Then they must shuffle their controller.  &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Energy Shields&#039;&#039;&#039; =====&lt;br /&gt;
All players return their &#039;&#039;&#039;Energy Shield(s)&#039;&#039;&#039;. Then each player takes &#039;&#039;&#039;Energy Shield&#039;&#039;&#039; according to the number of &#039;&#039;&#039;Racecar(s)&#039;&#039;&#039; ahead of them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each Racecar has a special ability override the board effect when specified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Die Liner&#039;&#039;&#039;: The &amp;lt;u&amp;gt;&#039;&#039;&#039;Increase&#039;&#039;&#039; command&amp;lt;/u&amp;gt; is applied twice. Increase the next command by 2 instead of 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Brick Gang&#039;&#039;&#039;: When this Racecar starts &amp;lt;u&amp;gt;&#039;&#039;&#039;any movement&#039;&#039;&#039;&amp;lt;/u&amp;gt; on a carpet, the movement value is equal to 2 instead of 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sonic Fish&#039;&#039;&#039;: When this Racecar is under the effect of a &#039;&#039;&#039;Slippery token&#039;&#039;&#039;, all its &amp;lt;u&amp;gt;&#039;&#039;&#039;diagonal movements&#039;&#039;&#039;&amp;lt;/u&amp;gt; are increased by 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grim Thresher&#039;&#039;&#039;: When this Racecar moves &#039;&#039;&#039;&amp;lt;u&amp;gt;exactly 1 space forward&amp;lt;/u&amp;gt;&#039;&#039;&#039; (after considering all modifiers), it ignores any damage in this movement. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;M1 Furry&#039;&#039;&#039;: When this Racecar &amp;lt;u&amp;gt;&#039;&#039;&#039;shoots a missile&#039;&#039;&#039;&amp;lt;/u&amp;gt;, it goes in all 4 orthogonal directions. If any other Racecars are hit, M1 Furry gains 1 energy shield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bird Racer&#039;&#039;&#039;: Before this Racecar&#039;s &#039;&#039;&#039;&amp;lt;u&amp;gt;turn end&amp;lt;/u&amp;gt;&#039;&#039;&#039; (before using any shield tokens), Bird Racer may &amp;lt;u&amp;gt;&#039;&#039;&#039;&amp;quot;fly&amp;quot; their car sideways&#039;&#039;&#039;&amp;lt;/u&amp;gt; to any empty spot. Obstacles, impassables, and any other Racecar may be &amp;quot;flown&amp;quot; over. This ability is ignored when Bird Racer is lying down.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dogtor&#039;&#039;&#039;: When this Racecar uses the &amp;lt;u&amp;gt;&#039;&#039;&#039;Battery&#039;&#039;&#039; command&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;recharge 2 batteries&amp;lt;/u&amp;gt; instead of 1. If Dogtor has 3 batteries when using the Battery command, it &amp;lt;u&amp;gt;moves 2 forward&amp;lt;/u&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turbobot&#039;&#039;&#039;: When this Racecar uses the &amp;lt;u&amp;gt;&#039;&#039;&#039;Turbo&#039;&#039;&#039; command&amp;lt;/u&amp;gt;,  they &amp;lt;u&amp;gt;&#039;&#039;&#039;moves&#039;&#039;&#039; &#039;&#039;&#039;4 space forward&#039;&#039;&#039;&amp;lt;/u&amp;gt; instead. However during this movement &amp;lt;u&amp;gt;any damage&amp;lt;/u&amp;gt; Turbobot suffers &amp;lt;u&amp;gt;takes twice&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table configuration ==&lt;br /&gt;
=== &#039;&#039;&#039;Turn-based Variant&#039;&#039;&#039; ===&lt;br /&gt;
In a turn-based game, the order to take smile tokens is set by the number of moves taken in programming. &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Normal Difficulty&#039;&#039;&#039; =====&lt;br /&gt;
In a normal game, players have up to 30 moves to program.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Easy Difficulty&#039;&#039;&#039; =====&lt;br /&gt;
In a easy game, players have up to 40 moves to program.&lt;br /&gt;
=== &#039;&#039;&#039;Longer track&#039;&#039;&#039; ===&lt;br /&gt;
Add all four track boards to create a longer track.&lt;/div&gt;</summary>
		<author><name>Shlïtn</name></author>
	</entry>
</feed>